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feetSpacing: 0 + globalScale: 0.5 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 2 + humanoidOversampling: 1 + avatarSetup: 0 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/000_assets/shader/hold.shader b/Assets/000_assets/shader/hold.shader index 9b707fe3..77c89b41 100644 --- a/Assets/000_assets/shader/hold.shader +++ b/Assets/000_assets/shader/hold.shader @@ -14,7 +14,7 @@ Shader "Soullies/hold" _line_density("line_density", Float) = 0.5 _line_width("line_width", Range( 0 , 1)) = 0 [HDR]_LINE("LINE", Color) = (1,1,1,1) - _alpha("alpha", Float) = 0 + _MainAlpha("MainAlpha", Float) = 0 _roll_speed("roll_speed", Float) = 0 @@ -175,26 +175,19 @@ Shader "Soullies/hold" HLSLPROGRAM + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_SRP_VERSION 140011 - + #pragma multi_compile _ DOTS_INSTANCING_ON - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_fog - #define ASE_FOG 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define ASE_SRP_VERSION 140009 - - - - - #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 - - #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -205,31 +198,12 @@ Shader "Soullies/hold" #define SHADERPASS SHADERPASS_UNLIT - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #endif - - - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - - - - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" @@ -237,10 +211,6 @@ Shader "Soullies/hold" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" - #if defined(LOD_FADE_CROSSFADE) - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" - #endif - #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION @@ -284,7 +254,7 @@ Shader "Soullies/hold" float _line_angle; float _line_density; float _line_width; - float _alpha; + float _MainAlpha; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; @@ -433,11 +403,7 @@ Shader "Soullies/hold" } #endif - half4 frag ( VertexOutput IN - #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 - #endif - ) : SV_Target + half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); @@ -476,7 +442,7 @@ Shader "Soullies/hold" float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = ( lerpResult219 * IN.ase_color ).rgb; - float Alpha = saturate( ( lerpResult86 + _alpha ) ).r; + float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; @@ -489,18 +455,13 @@ Shader "Soullies/hold" #endif #ifdef LOD_FADE_CROSSFADE - LODFadeCrossFade( IN.positionCS ); + LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif - #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); - #endif - return half4( Color, Alpha ); } ENDHLSL @@ -519,17 +480,13 @@ Shader "Soullies/hold" ColorMask 0 HLSLPROGRAM + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_SRP_VERSION 140011 - - - #pragma multi_compile_instancing - #pragma multi_compile _ LOD_FADE_CROSSFADE - #define ASE_FOG 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define ASE_SRP_VERSION 140009 - - - + #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW @@ -538,21 +495,11 @@ Shader "Soullies/hold" #define SHADERPASS SHADERPASS_SHADOWCASTER - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #if defined(LOD_FADE_CROSSFADE) - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" - #endif - #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION @@ -589,7 +536,7 @@ Shader "Soullies/hold" float _line_angle; float _line_density; float _line_width; - float _alpha; + float _MainAlpha; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; @@ -666,7 +613,6 @@ Shader "Soullies/hold" #endif o.positionCS = positionCS; - return o; } @@ -781,7 +727,7 @@ Shader "Soullies/hold" float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) )); - float Alpha = saturate( ( lerpResult86 + _alpha ) ).r; + float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; @@ -794,7 +740,7 @@ Shader "Soullies/hold" #endif #ifdef LOD_FADE_CROSSFADE - LODFadeCrossFade( IN.positionCS ); + LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif return 0; @@ -814,36 +760,22 @@ Shader "Soullies/hold" AlphaToMask Off HLSLPROGRAM + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_SRP_VERSION 140011 - - - #pragma multi_compile_instancing - #pragma multi_compile _ LOD_FADE_CROSSFADE - #define ASE_FOG 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define ASE_SRP_VERSION 140009 - - - + #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" - #if defined(LOD_FADE_CROSSFADE) - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" - #endif - #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION @@ -881,7 +813,7 @@ Shader "Soullies/hold" float _line_angle; float _line_density; float _line_width; - float _alpha; + float _MainAlpha; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; @@ -1054,7 +986,7 @@ Shader "Soullies/hold" float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) )); - float Alpha = saturate( ( lerpResult86 + _alpha ) ).r; + float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON @@ -1062,7 +994,7 @@ Shader "Soullies/hold" #endif #ifdef LOD_FADE_CROSSFADE - LODFadeCrossFade( IN.positionCS ); + LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif return 0; } @@ -1080,15 +1012,11 @@ Shader "Soullies/hold" AlphaToMask Off HLSLPROGRAM + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_SRP_VERSION 140011 - - - #define ASE_FOG 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define ASE_SRP_VERSION 140009 - - - + #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag @@ -1097,30 +1025,11 @@ Shader "Soullies/hold" #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #endif - - - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - - - - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" @@ -1154,7 +1063,7 @@ Shader "Soullies/hold" float _line_angle; float _line_density; float _line_width; - float _alpha; + float _MainAlpha; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; @@ -1316,7 +1225,7 @@ Shader "Soullies/hold" float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) )); - surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r; + surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON @@ -1343,15 +1252,11 @@ Shader "Soullies/hold" AlphaToMask Off HLSLPROGRAM + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_SRP_VERSION 140011 - - - #define ASE_FOG 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define ASE_SRP_VERSION 140009 - - - + #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag @@ -1361,37 +1266,14 @@ Shader "Soullies/hold" #define SHADERPASS SHADERPASS_DEPTHONLY - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #endif - - - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - - - - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #if defined(LOD_FADE_CROSSFADE) - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" - #endif - #define ASE_NEEDS_VERT_NORMAL @@ -1422,7 +1304,7 @@ Shader "Soullies/hold" float _line_angle; float _line_density; float _line_width; - float _alpha; + float _MainAlpha; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; @@ -1581,7 +1463,7 @@ Shader "Soullies/hold" float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) )); - surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r; + surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON @@ -1612,21 +1494,13 @@ Shader "Soullies/hold" ZWrite On HLSLPROGRAM + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ASE_SRP_VERSION 140011 - - - #pragma multi_compile_instancing - #pragma multi_compile _ LOD_FADE_CROSSFADE - #define ASE_FOG 1 - #define _SURFACE_TYPE_TRANSPARENT 1 - #define ASE_SRP_VERSION 140009 - - - - - #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT - - + #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag @@ -1637,37 +1511,14 @@ Shader "Soullies/hold" #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #endif - - - - #if ASE_SRP_VERSION >=140007 - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - - - - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" - #if defined(LOD_FADE_CROSSFADE) - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" - #endif - struct VertexInput @@ -1698,7 +1549,7 @@ Shader "Soullies/hold" float _line_angle; float _line_density; float _line_width; - float _alpha; + float _MainAlpha; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; @@ -1837,12 +1688,7 @@ Shader "Soullies/hold" } #endif - void frag( VertexOutput IN - , out half4 outNormalWS : SV_Target0 - #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 - #endif - ) + half4 frag(VertexOutput IN ) : SV_TARGET { float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); @@ -1860,7 +1706,7 @@ Shader "Soullies/hold" float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) )); - float Alpha = saturate( ( lerpResult86 + _alpha ) ).r; + float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r; float AlphaClipThreshold = 0.5; #if _ALPHATEST_ON @@ -1868,24 +1714,12 @@ Shader "Soullies/hold" #endif #ifdef LOD_FADE_CROSSFADE - LODFadeCrossFade( IN.positionCS ); + LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif - #if defined(_GBUFFER_NORMALS_OCT) - float3 normalWS = normalize(IN.normalWS); - float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms - float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1] - half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] - outNormalWS = half4(packedNormalWS, 0.0); - #else - float3 normalWS = IN.normalWS; - outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); - 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b/Assets/Resources/Chapter0.asset index 75dfd3de..813315e1 100644 --- a/Assets/Resources/Chapter0.asset +++ b/Assets/Resources/Chapter0.asset @@ -65,7 +65,7 @@ MonoBehaviour: - difficultyIndex: 2 difficultyName: The Sixth displayDifficultyName: - difficultyValue: 0 + difficultyValue: 16 charterName: Trader color: {r: 1, g: 0.4, b: 0.25882354, a: 1} isAvailable: 1 @@ -94,10 +94,17 @@ MonoBehaviour: isAvailable: 0 - difficultyIndex: 1 difficultyName: Hard - displayDifficultyName: Hard + displayDifficultyName: difficultyValue: 0 - charterName: "\u5C0F\u4F18" + charterName: color: {r: 1, g: 0.2, b: 0.2, a: 1} + isAvailable: 0 + - difficultyIndex: 2 + difficultyName: Memocryst + displayDifficultyName: + difficultyValue: 15 + charterName: "\u5C0F\u4F18\u9171\u55B5\u55B5\u55B5" + color: {r: 0.42452818, g: 0.8853794, b: 1, a: 1} isAvailable: 1 storyUnlockKey: paymentUnlockKey: @@ -119,16 +126,16 @@ MonoBehaviour: difficultyName: Easy displayDifficultyName: difficultyValue: 0 - charterName: + 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isAvailable: 1 + isAvailable: 0 - difficultyIndex: 1 difficultyName: Hard - displayDifficultyName: Hard + displayDifficultyName: difficultyValue: 0 - charterName: Trader + charterName: color: {r: 1, g: 0.2, b: 0.2, a: 1} + isAvailable: 0 + - difficultyIndex: 2 + difficultyName: Moonbeam + displayDifficultyName: + difficultyValue: 13 + charterName: Trader + color: {r: 0.7610062, g: 0.7610062, b: 0.7610062, a: 1} isAvailable: 1 storyUnlockKey: paymentUnlockKey: @@ -222,10 +236,10 @@ MonoBehaviour: - difficultyIndex: 0 difficultyName: Easy displayDifficultyName: - difficultyValue: 0 - charterName: + difficultyValue: 2 + charterName: 7 color: {r: 0, g: 0.7, b: 0.2, a: 1} - isAvailable: 0 + isAvailable: 1 - difficultyIndex: 1 difficultyName: Hard displayDifficultyName: @@ -233,6 +247,13 @@ MonoBehaviour: charterName: color: {r: 1, g: 0.2, b: 0.2, a: 1} isAvailable: 0 + - difficultyIndex: 2 + difficultyName: Longaevus + displayDifficultyName: + difficultyValue: 11 + charterName: Mora.Rst + 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Ichni.RhythmGame +{ + public partial class CameraFieldOfView : AnimationBase + { + public FlexibleFloat fieldOfView; + public GameCamera targetGameCamera; + + public static CameraFieldOfView GenerateElement(string elementName, Guid id, + List tags, bool isFirstGenerated, GameCamera gameCamera, FlexibleFloat fieldOfView) + { + CameraFieldOfView camFOV = Instantiate(GameManager.instance.basePrefabs.emptyObject) + .AddComponent(); + camFOV.Initialize(elementName, id, tags, isFirstGenerated, gameCamera); + + camFOV.animatedObject = gameCamera; + camFOV.targetGameCamera = gameCamera; + + camFOV.fieldOfView = fieldOfView; + camFOV.animationReturnType = FlexibleReturnType.Before; + + return camFOV; + } + + public override void SetDefaultSubmodules() + { + timeDurationSubmodule = new TimeDurationSubmodule(this); + } + + protected override void UpdateAnimation(float songTime) + { + fieldOfView.UpdateFlexibleFloat(songTime); + + if (fieldOfView.returnType == FlexibleReturnType.MiddleExecuting) + { + targetGameCamera.perspectiveAngle = fieldOfView.value; + targetGameCamera.gameCamera.fieldOfView = fieldOfView.value; + } + } + + public override void ApplyTimeOffset(float offset) + { + base.ApplyTimeOffset(offset); + fieldOfView.animations.ForEach(anim => anim.ApplyTimeOffset(offset)); + } + } + + public partial class CameraFieldOfView + { + public override void SaveBM() + { + matchedBM = new CameraFieldOfView_BM(elementName, elementGuid, tags, targetGameCamera.matchedBM as GameCamera_BM, fieldOfView.ConvertToBM()); + } + } + + namespace Beatmap + { + public partial class CameraFieldOfView_BM : AnimationBase_BM + { + public FlexibleFloat_BM fieldOfView; + + public CameraFieldOfView_BM() + { + + } + + public CameraFieldOfView_BM(string elementName, Guid elementGuid, List tags, + GameElement_BM attachedElement, FlexibleFloat_BM fieldOfView) + : base(elementName, elementGuid, tags, attachedElement) + { + this.fieldOfView = fieldOfView; + } + + public override void ExecuteBM() + { + matchedElement = CameraFieldOfView.GenerateElement(elementName, elementGuid, tags, false, + GetElement(attachedElementGuid) as GameCamera, fieldOfView.ConvertToGameType()); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Prepare/PrepareUIPage.cs.meta b/Assets/Scripts/Game/Animations/Camera/CameraFieldOfView.cs.meta similarity index 83% rename from Assets/Scripts/UI/Prepare/PrepareUIPage.cs.meta rename to Assets/Scripts/Game/Animations/Camera/CameraFieldOfView.cs.meta index 1985bf59..b703c944 100644 --- a/Assets/Scripts/UI/Prepare/PrepareUIPage.cs.meta +++ b/Assets/Scripts/Game/Animations/Camera/CameraFieldOfView.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f3060506b42e3df44962829ee40e95d9 +guid: 8c20f8d0710209c43be21a05b1d89871 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Game/Animations/Transform/Displacement.cs b/Assets/Scripts/Game/Animations/Transform/Displacement.cs index 547296ed..a8998fc7 100644 --- a/Assets/Scripts/Game/Animations/Transform/Displacement.cs +++ b/Assets/Scripts/Game/Animations/Transform/Displacement.cs @@ -40,9 +40,16 @@ namespace Ichni.RhythmGame positionY.UpdateFlexibleFloat(songTime); positionZ.UpdateFlexibleFloat(songTime); - if ((positionX.returnType is FlexibleReturnType.MiddleExecuting || positionX.isSwitchingReturnType) || - (positionY.returnType is FlexibleReturnType.MiddleExecuting || positionY.isSwitchingReturnType) || - (positionZ.returnType is FlexibleReturnType.MiddleExecuting || positionZ.isSwitchingReturnType)) + if (positionX.returnType is FlexibleReturnType.MiddleExecuting || + positionY.returnType is FlexibleReturnType.MiddleExecuting || + positionZ.returnType is FlexibleReturnType.MiddleExecuting) + { + animationReturnType = FlexibleReturnType.MiddleExecuting; + Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value); + targetTransformSubmodule.positionOffset += currentPosition; + targetTransformSubmodule.positionDirtyMark = true; + } + else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType) { animationReturnType = FlexibleReturnType.MiddleExecuting; Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value); diff --git a/Assets/Scripts/Game/Animations/Transform/Scale.cs b/Assets/Scripts/Game/Animations/Transform/Scale.cs index f8014fa4..b0996c99 100644 --- a/Assets/Scripts/Game/Animations/Transform/Scale.cs +++ b/Assets/Scripts/Game/Animations/Transform/Scale.cs @@ -43,9 +43,16 @@ namespace Ichni.RhythmGame scaleY.UpdateFlexibleFloat(songTime); scaleZ.UpdateFlexibleFloat(songTime); - if ((scaleX.returnType is FlexibleReturnType.MiddleExecuting || scaleX.isSwitchingReturnType) || - (scaleY.returnType is FlexibleReturnType.MiddleExecuting || scaleY.isSwitchingReturnType) || - (scaleZ.returnType is FlexibleReturnType.MiddleExecuting || scaleZ.isSwitchingReturnType)) + if (scaleX.returnType is FlexibleReturnType.MiddleExecuting || + scaleY.returnType is FlexibleReturnType.MiddleExecuting || + scaleZ.returnType is FlexibleReturnType.MiddleExecuting) + { + animationReturnType = FlexibleReturnType.MiddleExecuting; + Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value); + targetTransformSubmodule.scaleOffset += currentScale; + targetTransformSubmodule.scaleDirtyMark = true; + } + else if (scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType) { animationReturnType = FlexibleReturnType.MiddleExecuting; Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value); @@ -57,7 +64,7 @@ namespace Ichni.RhythmGame animationReturnType = FlexibleReturnType.MiddleInterval; } } - + public override void ApplyTimeOffset(float offset) { base.ApplyTimeOffset(offset); diff --git a/Assets/Scripts/Game/Animations/Transform/Swirl.cs b/Assets/Scripts/Game/Animations/Transform/Swirl.cs index 8425d43c..79cc7956 100644 --- a/Assets/Scripts/Game/Animations/Transform/Swirl.cs +++ b/Assets/Scripts/Game/Animations/Transform/Swirl.cs @@ -38,9 +38,16 @@ namespace Ichni.RhythmGame eulerAngleY.UpdateFlexibleFloat(songTime); eulerAngleZ.UpdateFlexibleFloat(songTime); - if ((eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType) || - (eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) || - (eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.isSwitchingReturnType)) + if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || + eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || + eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting) + { + animationReturnType = FlexibleReturnType.MiddleExecuting; + Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value); + targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles; + targetTransformSubmodule.eulerAnglesDirtyMark = true; + } + else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType) { animationReturnType = FlexibleReturnType.MiddleExecuting; Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value); diff --git a/Assets/Scripts/Game/Base/FlexibleTypes/FlexibleFloat.cs b/Assets/Scripts/Game/Base/FlexibleTypes/FlexibleFloat.cs index 7cf3ab5e..9baffd0e 100644 --- a/Assets/Scripts/Game/Base/FlexibleTypes/FlexibleFloat.cs +++ b/Assets/Scripts/Game/Base/FlexibleTypes/FlexibleFloat.cs @@ -2,6 +2,7 @@ using System; using System.Collections; using System.Collections.Generic; using Ichni.RhythmGame.Beatmap; +using UnityEngine; namespace Ichni.RhythmGame @@ -84,6 +85,15 @@ namespace Ichni.RhythmGame AnimatedFloat nowAnimatedFloat = GetAnimatedFloat(nowTime); //获取当前时间点对应的AnimatedFloat if (nowAnimatedFloat != null) //如果能获取到,表明当前时间点存在动画 { + if (nowTime + Time.deltaTime >= nowAnimatedFloat.endTime) + { + value = nowAnimatedFloat.endValue; + returnType = FlexibleReturnType.After; + if (lastReturnType != returnType) isSwitchingReturnType = true; + lastReturnType = returnType; + return; + } + //获取songTime时间点时,基于动画曲线的AnimatedFloat比例点->(0,1)。 float nowPercent = AnimationCurveEvaluator.Evaluate(nowAnimatedFloat.animationCurveType, (nowTime - nowAnimatedFloat.startTime) / nowAnimatedFloat.totalTime); diff --git a/Assets/Scripts/Game/Base/GeneralSubmodules/ColorSubmodule.cs b/Assets/Scripts/Game/Base/GeneralSubmodules/ColorSubmodule.cs index a72398c1..c1635b10 100644 --- a/Assets/Scripts/Game/Base/GeneralSubmodules/ColorSubmodule.cs +++ b/Assets/Scripts/Game/Base/GeneralSubmodules/ColorSubmodule.cs @@ -46,8 +46,8 @@ namespace Ichni.RhythmGame this.currentEmissionColor = Color.black; this.currentEmissionIntensity = 0; - this.baseColorDirtyMark = false; - this.emissionColorDirtyMark = false; + this.baseColorDirtyMark = true; + this.emissionColorDirtyMark = true; if (!HaveSameSubmodule) { @@ -68,8 +68,8 @@ namespace Ichni.RhythmGame this.currentEmissionColor = originalEmissionColor; this.currentEmissionIntensity = originalEmissionIntensity; - this.baseColorDirtyMark = false; - this.emissionColorDirtyMark = false; + this.baseColorDirtyMark = true; + this.emissionColorDirtyMark = true; if (!HaveSameSubmodule) { @@ -116,13 +116,8 @@ namespace Ichni.RhythmGame .AddTo(colorSubmodule.attachedGameElement); } - public void UpdateColor() + public void UpdateColor(bool refreshAll = true) { - if (!GameManager.instance.audioManager.isUpdating) - { - return; - } - bool willRefresh = false; if (colorSubmodule.baseColorDirtyMark) @@ -139,7 +134,7 @@ namespace Ichni.RhythmGame willRefresh = true; } - if (willRefresh) + if (willRefresh && refreshAll) { colorSubmodule.attachedGameElement.Refresh(); } diff --git a/Assets/Scripts/Game/Base/GeneralSubmodules/EffectSubmodule.cs b/Assets/Scripts/Game/Base/GeneralSubmodules/EffectSubmodule.cs index 2fb58b63..9f42e92d 100644 --- a/Assets/Scripts/Game/Base/GeneralSubmodules/EffectSubmodule.cs +++ b/Assets/Scripts/Game/Base/GeneralSubmodules/EffectSubmodule.cs @@ -89,19 +89,6 @@ namespace Ichni.RhythmGame Default, Note, } - - private static Dictionary EffectCollection { get; } = - new Dictionary() - { - { "Bloom", new BloomEffect(1, 2, CustomCurvePresets.Parabolic(1, 0, 1)) }, - { "CameraShake", new CameraShakeEffect(1, 50, 1, 1, 1) }, - { "ChromaticAberration", new ChromaticAberrationEffect(1, 1, CustomCurvePresets.Parabolic(1, 0, 1)) }, - { "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1, 0, 1)) }, - { "SetInteger", new SetIntegerEffect("New Variable", 0, false, 0, 1) }, - { "EnableControl", new EnableControlEffect(null, "New Variable", 0, false, "") }, - { "LowPassFilter", new LowPassFilterEffect(1, 10, CustomCurvePresets.Parabolic(1, 0, 1)) }, - { "HighPassFilter", new HighPassFilterEffect(1, 22000, CustomCurvePresets.Parabolic(1, 0, 1)) } - }; } public interface IHaveEffectSubmodule @@ -157,6 +144,8 @@ namespace Ichni.RhythmGame public BaseElement_BM matchedBM { get; set; } public GameElement attachedGameElement; + + public virtual bool IsPost => false; /// /// 效果的持续时间,如果为0则表示瞬间效果 diff --git a/Assets/Scripts/Game/Base/ProjectFiles/BeatmapContainer.cs b/Assets/Scripts/Game/Base/ProjectFiles/BeatmapContainer.cs index ef2c8fab..075f7c52 100644 --- a/Assets/Scripts/Game/Base/ProjectFiles/BeatmapContainer.cs +++ b/Assets/Scripts/Game/Base/ProjectFiles/BeatmapContainer.cs @@ -124,8 +124,8 @@ namespace Ichni.RhythmGame remainingElementAmount.Value--; float loadPercent = (float)(elementList.Count - remainingElementAmount.Value) / elementList.Count; - GameManager.instance.projectLoader.loadPercent = loadPercent; - GameManager.instance.gameLoadingCanvas.SetProgress(loadPercent * 100f); + GameManager.instance.projectLoader.realLoadPercent = loadPercent; + //GameManager.instance.gameLoadingCanvas.SetProgress(GameManager.instance.projectLoader.displayLoadPercent * 100f); loadAmount++; if (loadAmount >= loadMaximumAmountPerFrame) @@ -147,8 +147,8 @@ namespace Ichni.RhythmGame remainingElementAmount.Value--; float loadPercent = (float)(elementList.Count - remainingElementAmount.Value) / elementList.Count; - GameManager.instance.projectLoader.loadPercent = loadPercent; - GameManager.instance.gameLoadingCanvas.SetProgress(loadPercent * 100f); + GameManager.instance.projectLoader.realLoadPercent = loadPercent; + //GameManager.instance.gameLoadingCanvas.SetProgress(GameManager.instance.projectLoader.displayLoadPercent * 100f); loadAmount++; if (loadAmount >= loadMaximumAmountPerFrame) @@ -169,8 +169,6 @@ namespace Ichni.RhythmGame GameManager.instance.noteManager.AllNotesRegistered(); Debug.Log("All elements loaded."); - GameManager.instance.gameLoadingCanvas.FadeOut(); - GameManager.instance.audioManager.isLoading = false; yield return null; } } diff --git a/Assets/Scripts/Game/Base/ProjectFiles/SongInformation.cs b/Assets/Scripts/Game/Base/ProjectFiles/SongInformation.cs index 842f2adb..085fc6a6 100644 --- a/Assets/Scripts/Game/Base/ProjectFiles/SongInformation.cs +++ b/Assets/Scripts/Game/Base/ProjectFiles/SongInformation.cs @@ -23,7 +23,7 @@ namespace Ichni.RhythmGame this.bpm = bpm; this.delay = delay; this.offset = offset; - + GameManager.instance.audioManager.songPlayer.songTimeSegment = -delay; // 初始化时,歌曲时间为负 } diff --git a/Assets/Scripts/Game/GameElements/GameElement.cs b/Assets/Scripts/Game/GameElements/GameElement.cs index f26e82c5..6c412791 100644 --- a/Assets/Scripts/Game/GameElements/GameElement.cs +++ b/Assets/Scripts/Game/GameElements/GameElement.cs @@ -88,7 +88,7 @@ namespace Ichni.RhythmGame if (this is IHaveColorSubmodule colorSource) { - colorSource.UpdateColor(); + colorSource.UpdateColor(false); } } diff --git a/Assets/Scripts/Game/GameElements/GeneralEffects/CameraOffsetEffect.cs b/Assets/Scripts/Game/GameElements/GeneralEffects/CameraOffsetEffect.cs index a5b3e6e2..b04fc0ce 100644 --- a/Assets/Scripts/Game/GameElements/GeneralEffects/CameraOffsetEffect.cs +++ b/Assets/Scripts/Game/GameElements/GeneralEffects/CameraOffsetEffect.cs @@ -33,7 +33,18 @@ namespace Ichni.RhythmGame public override void PreExecute() { - offsetTweener = gameCameraTransform.DOBlendableLocalMoveBy(offsetValue, duration).SetEase(offsetCurve); + offsetTweener = gameCameraTransform.DOBlendableLocalMoveBy(offsetValue, duration).SetEase(offsetCurve).Play(); + } + + public override void Adjust() + { + + } + + public override void Disrupt() + { + offsetTweener?.Kill(); + gameCameraTransform.DOLocalMove(Vector3.zero, 0.4f).Play(); } public override EffectBase_BM ConvertToBM() diff --git a/Assets/Scripts/Game/GameElements/GeneralEffects/CameraTiltEffect.cs b/Assets/Scripts/Game/GameElements/GeneralEffects/CameraTiltEffect.cs index 74f76fbc..6da86d13 100644 --- a/Assets/Scripts/Game/GameElements/GeneralEffects/CameraTiltEffect.cs +++ b/Assets/Scripts/Game/GameElements/GeneralEffects/CameraTiltEffect.cs @@ -31,7 +31,7 @@ namespace Ichni.RhythmGame public override void PreExecute() { - tiltTweener = gameCameraTransform.DOBlendableLocalRotateBy(tiltValue, duration, RotateMode.FastBeyond360).SetEase(tiltCurve); + tiltTweener = gameCameraTransform.DOBlendableLocalRotateBy(tiltValue, duration, RotateMode.FastBeyond360).SetEase(tiltCurve).Play(); } public override void Adjust() @@ -47,7 +47,7 @@ namespace Ichni.RhythmGame public override void Disrupt() { tiltTweener?.Kill(); - gameCameraTransform.DOLocalRotate(Vector3.zero, 0.4f); + gameCameraTransform.DOLocalRotate(Vector3.zero, 0.4f).Play(); } } diff --git a/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs b/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs new file mode 100644 index 00000000..9ea3a0e9 --- /dev/null +++ b/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs @@ -0,0 +1,273 @@ +using System; +using System.Collections.Generic; +using Ichni.RhythmGame.Beatmap; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Ichni.RhythmGame +{ + + public partial class ParticleEmitter : GameElement, IHaveParticles, IHaveTimeDurationSubmodule, IHaveTransformSubmodule, IHaveColorSubmodule + { + public ParticleSystem particle { get; set; } + private IHaveParticles particlesContainer => this; + public TimeDurationSubmodule timeDurationSubmodule { get; set; } + public TransformSubmodule transformSubmodule { get; set; } + public ColorSubmodule colorSubmodule { get; set; } + public bool haveBaseColor => true; + public bool haveEmissionColor => true; + + private List themeBundleList; + private List materialNameList; + public string themeBundleName; + public string materialName; + + public bool prewarm; + public float playTime; + public float stopTime; + + public ParticleSystemSimulationSpace simulationSpace; + public float density; + public float lifeTime; + public float speed; + public float radius; + + public bool isAutoOrient; + public Vector3 particleRotation; + + public static ParticleEmitter GenerateElement(string elementName, Guid id, List tags, + bool isFirstGenerated, GameElement parentElement, string themeBundleName, string materialName, + bool prewarm, float playTime, float stopTime, ParticleSystemSimulationSpace simulationSpace, + float density, float lifeTime, float speed, float radius, + bool isAutoOrient, Vector3 particleRotation) + { + ParticleEmitter particleEmitter = Instantiate(GameManager.instance.basePrefabs.particleEmitter, parentElement.transform) + .GetComponent(); + particleEmitter.particle = particleEmitter.GetComponent(); + particleEmitter.Initialize(elementName, id, tags, isFirstGenerated, parentElement); + particleEmitter.playTime = playTime; + particleEmitter.stopTime = stopTime; + particleEmitter.themeBundleList = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName); + particleEmitter.materialNameList = new List(); + particleEmitter.themeBundleName = themeBundleName; + particleEmitter.materialName = materialName; + particleEmitter.particlesContainer.SetParticleMaterial(themeBundleName, materialName); + particleEmitter.SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation, false); + return particleEmitter; + } + + public void SetParticleSettings(bool prewarm, ParticleSystemSimulationSpace simulationSpace, + float density, float lifeTime, float speed, float radius, bool isAutoOrient, Vector3 particleRotation, bool mark) + { + //这个Mark没有任何作用,只是为了让解释器把interface中的函数和这个函数区分开。否则会Stackoverflow。 + this.prewarm = prewarm; + this.simulationSpace = simulationSpace; + this.density = density; + this.lifeTime = lifeTime; + this.speed = speed; + this.radius = radius; + this.isAutoOrient = isAutoOrient; + this.particleRotation = particleRotation; + (this as IHaveParticles).SetParticleSettings(prewarm, simulationSpace, density, lifeTime, speed, radius, isAutoOrient, particleRotation); + } + + public override void SetDefaultSubmodules() + { + timeDurationSubmodule = new TimeDurationSubmodule(this); + transformSubmodule = new TransformSubmodule(this); + colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0); + } + } + + public partial class ParticleEmitter + { + private void Update() + { + float songTime = GameManager.instance.songTime; + if (playTime > songTime || stopTime < songTime) + { + particle.Stop(); + } + else + { + if (!particle.isPlaying) + { + particle.Play(); + } + } + } + + public override void Refresh() + { + base.Refresh(); + ParticleSystemRenderer particleSystemRenderer = particle.GetComponent(); + particleSystemRenderer.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor); + if (colorSubmodule.emissionEnabled) + { + particleSystemRenderer.material.EnableKeyword("_EMISSION_ON"); + particleSystemRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor()); + } + else + { + particleSystemRenderer.material.DisableKeyword("_EMISSION_ON"); + } + } + } + + public partial class ParticleEmitter + { + public override void SaveBM() + { + matchedBM = new ParticleEmitter_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM, + prewarm, playTime, stopTime, simulationSpace, density, lifeTime, speed, radius, + isAutoOrient, particleRotation, themeBundleName, materialName); + } + } + + namespace Beatmap + { + public class ParticleEmitter_BM : GameElement_BM + { + public bool prewarm = false; + public float playTime = 0f; + public float stopTime = 1f; + + public ParticleSystemSimulationSpace simulationSpace; + public float density = 10; + public float lifeTime = 5; + public float speed; + public float radius; + + public bool isAutoOrient = true; + public Vector3 particleRotation = Vector3.zero; + + public string materialThemeBundleName = string.Empty; + public string materialName = string.Empty; + + public ParticleEmitter_BM() + { + + } + + public ParticleEmitter_BM(string elementName, Guid elementGuid, List tags, GameElement_BM attachedElement, + bool prewarm, float playTime, float stopTime, ParticleSystemSimulationSpace simulationSpace, + float density, float lifeTime, float speed, float radius, bool isAutoOrient, Vector3 particleRotation, + string materialThemeBundleName, string materialName) : + base(elementName, elementGuid, tags, attachedElement) + { + this.prewarm = prewarm; + this.playTime = playTime; + this.stopTime = stopTime; + this.simulationSpace = simulationSpace; + this.density = density; + this.lifeTime = lifeTime; + this.speed = speed; + this.radius = radius; + this.isAutoOrient = isAutoOrient; + this.particleRotation = particleRotation; + this.materialThemeBundleName = materialThemeBundleName; + this.materialName = materialName; + } + + public override void ExecuteBM() + { + matchedElement = ParticleEmitter.GenerateElement(elementName, elementGuid, tags, false, + GetElement(attachedElementGuid), materialThemeBundleName, materialName, + prewarm, playTime, stopTime, simulationSpace, density, lifeTime, speed, radius, + isAutoOrient, particleRotation); + } + } + } + + public interface IHaveParticles + { + public ParticleSystem particle { get; set; } + + public virtual void SetParticleMaterial(string themeBundleName, string materialName) + { + Material material = ThemeBundleManager.instance.GetObject(themeBundleName, materialName); + if (material == null) + { + material = ThemeBundleManager.instance.GetObject("basic", "Basic_Track_Default"); + } + + Renderer particleRenderer = particle.GetComponent(); + particleRenderer.material = Object.Instantiate(material); + particleRenderer.InitializeShader(); + } + + public virtual void SetParticleSettings(bool prewarm, ParticleSystemSimulationSpace simulationSpace, float density, float lifeTime, + float speed, float radius, bool isAutoOrient, Vector3 particleRotation) + { + SetPrewarm(prewarm); + SetSimulationSpace(simulationSpace); + SetDensity(density); + SetLifeTime(lifeTime); + SetSpeed(speed); + SetRadius(radius); + SetAlignment(isAutoOrient, particleRotation); + } + + public void SetPrewarm(bool prewarm) + { + var mainModule = particle.main; + mainModule.prewarm = prewarm; + } + + public void SetSimulationSpace(ParticleSystemSimulationSpace simulationSpace) + { + var mainModule = particle.main; + mainModule.simulationSpace = simulationSpace; + } + + public void SetDensity(float density) + { + var emission = particle.emission; + emission.rateOverTime = density; + } + + public void SetLifeTime(float lifeTime) + { + var mainModule = particle.main; + mainModule.startLifetime = lifeTime; + } + + public void SetSpeed(float speed) + { + var mainModule = particle.main; + mainModule.startSpeed = speed; + } + + public void SetRadius(float radius) + { + var shapeModule = particle.shape; + shapeModule.radius = radius; + } + + public void SetAlignment(bool isAutoOrient, Vector3 particleRotation = default) + { + ParticleSystemRenderer particleSystemRenderer = particle.GetComponent(); + var mainModule = particle.main; + if (isAutoOrient) + { + particleSystemRenderer.alignment = ParticleSystemRenderSpace.View; + mainModule.startRotation3D = false; // 禁用3D旋转 + } + else + { + particleSystemRenderer.alignment = ParticleSystemRenderSpace.Local; + mainModule.startRotation3D = true; // 启用3D旋转 + SetParticleRotation(particleRotation); + } + } + + public void SetParticleRotation(Vector3 particleRotation) + { + Vector3 vector3Rotation = particleRotation * Mathf.Deg2Rad; + var mainModule = particle.main; + mainModule.startRotationX = vector3Rotation.x; + mainModule.startRotationY = vector3Rotation.y; + mainModule.startRotationZ = vector3Rotation.z; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs.meta b/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs.meta new file mode 100644 index 00000000..ab2acb67 --- /dev/null +++ b/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0bd980b161a6b6143b2ed58e3184d499 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Game/GameElements/GeneralEffects/PixelateEffect.cs b/Assets/Scripts/Game/GameElements/GeneralEffects/PixelateEffect.cs index 43cddcbb..396e0046 100644 --- a/Assets/Scripts/Game/GameElements/GeneralEffects/PixelateEffect.cs +++ b/Assets/Scripts/Game/GameElements/GeneralEffects/PixelateEffect.cs @@ -43,7 +43,6 @@ namespace Ichni.RhythmGame { float x = Mathf.Lerp(Screen.width, bottomX, intensityCurve.Evaluate(effectProgressPercent)); float y = Mathf.Lerp(Screen.height, bottomY, intensityCurve.Evaluate(effectProgressPercent)); - //Debug.Log(x + ", " + y); GameManager.instance.postProcessingManager.SetPixelateStrength(x,y); } @@ -52,6 +51,8 @@ namespace Ichni.RhythmGame { GameManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height); GameManager.instance.postProcessingManager.SetFeatureActive(false); + + Debug.Log("PixelateEffect Adjusted"); } public override EffectBase_BM ConvertToBM() diff --git a/Assets/Scripts/Game/GameElements/Notes/JudgeSubmodules/TouchAreaJudgeUnit.cs b/Assets/Scripts/Game/GameElements/Notes/JudgeSubmodules/TouchAreaJudgeUnit.cs index 740210d6..57e8d502 100644 --- a/Assets/Scripts/Game/GameElements/Notes/JudgeSubmodules/TouchAreaJudgeUnit.cs +++ b/Assets/Scripts/Game/GameElements/Notes/JudgeSubmodules/TouchAreaJudgeUnit.cs @@ -26,7 +26,7 @@ namespace Ichni.RhythmGame public override void UpdateJudge() { - if (note.isFirstJudged) return; + if ((note is not Hold && note.isFirstJudged)||(note is Hold && note.isFinalJudged)) return; Vector2 noteScreenPosition = note.noteScreenPosition; RectTransform canvasRect = GameManager.instance.judgeHintCanvas.GetComponent(); if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, noteScreenPosition, null, out Vector2 uiPosition)) diff --git a/Assets/Scripts/Game/GameElements/Notes/NoteEffects/NotePerfectEffect.cs b/Assets/Scripts/Game/GameElements/Notes/NoteEffects/NotePerfectEffect.cs index 76355594..93e2e817 100644 --- a/Assets/Scripts/Game/GameElements/Notes/NoteEffects/NotePerfectEffect.cs +++ b/Assets/Scripts/Game/GameElements/Notes/NoteEffects/NotePerfectEffect.cs @@ -7,7 +7,7 @@ namespace Ichni.RhythmGame { public abstract class NotePerfectEffect : NoteEffectBase { - + public override bool IsPost => true; } namespace Beatmap diff --git a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Flick.cs b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Flick.cs index 039779a5..29903ed7 100644 --- a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Flick.cs +++ b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Flick.cs @@ -140,7 +140,7 @@ namespace Ichni.RhythmGame { if (inputUnitSwipe.isGeneric) { - Debug.Log($"输入方向 {inputUnitSwipe.swipeDirection} 是通用的,直接匹配成功。"); + //Debug.Log($"输入方向 {inputUnitSwipe.swipeDirection} 是通用的,直接匹配成功。"); return true; } diff --git a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Hold.cs b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Hold.cs index 205d882f..9f8e7b2e 100644 --- a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Hold.cs +++ b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Hold.cs @@ -79,7 +79,7 @@ namespace Ichni.RhythmGame noteAudioSubmodule.PlayHoldStartAudio(); - Debug.Log($"Hold Note Start Judge: {startJudgeType} at {triggerTime}"); + //Debug.Log($"Hold Note Start Judge: {startJudgeType} at {triggerTime}"); } public void ExecuteProcessJudge() @@ -89,6 +89,19 @@ namespace Ichni.RhythmGame public void ExecuteFinalJudge() { + foreach (EffectBase effect in noteVisual.effectSubmodule.effectCollection["StartHold"]) + { + if (effect.nowEffectState == EffectBase.EffectState.Middle) + { + effect.Adjust(); + } + } + + foreach (EffectBase effect in noteVisual.effectSubmodule.effectCollection["Holding"]) + { + effect.Adjust(); + } + float triggerTime = GameManager.instance.songTime; postTimeDifference = holdEndTime - triggerTime; @@ -105,7 +118,7 @@ namespace Ichni.RhythmGame postJudgeType = NoteJudgeType.Bad; } - Debug.Log($"Hold Note Final Judge: {postJudgeType} at {triggerTime} of difference {postTimeDifference}"); + //Debug.Log($"Hold Note Final Judge: {postJudgeType} at {triggerTime} of difference {postTimeDifference}"); NoteJudgeType finalJudge = GetLowerType(preJudgeType, postJudgeType); float finalTimeDifference = Mathf.Min(preTimeDifference, postTimeDifference); @@ -168,6 +181,24 @@ namespace Ichni.RhythmGame GameManager.instance.noteJudgeManager.checkingHoldList.Remove(this); } } + + public override void SetPerfectPosition() + { + if (isOnTrack && track.trackTimeSubmodule is TrackTimeSubmoduleMovable movable) + { + holdingTime = holdEndTime - exactJudgeTime; + (noteVisual as INoteVisualHold)?.UpdateHoldInMovableTrack(); + } + } + + protected override void SlowOffsetAfterExactJudgeTime() + { + if (isOnTrack && track.trackTimeSubmodule is TrackTimeSubmoduleMovable movable) + { + holdingTime = GameManager.instance.songTime - exactJudgeTime; + (noteVisual as INoteVisualHold)?.UpdateHoldInMovableTrack(); + } + } } public partial class Hold @@ -270,6 +301,11 @@ namespace Ichni.RhythmGame SetJudgeArea(); + if (!isFirstJudged && exactJudgeTime < GameManager.instance.songTime) + { + SlowOffsetAfterExactJudgeTime(); + } + foreach (EffectBase e in noteVisual.effectSubmodule.effectCollection["Generate"]) { e.UpdateEffect(exactJudgeTime); @@ -297,6 +333,12 @@ namespace Ichni.RhythmGame { isHolding = false; isFinalJudged = true; + + foreach (EffectBase e in noteVisual.effectSubmodule.effectCollection["StartHold"]) + { + e.Disrupt(); + } + ExecuteFinalJudge(); RemoveFromCheckingList(); } diff --git a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/NoteBase.cs b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/NoteBase.cs index 8ac7c6e9..0e9871f3 100644 --- a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/NoteBase.cs +++ b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/NoteBase.cs @@ -129,6 +129,11 @@ namespace Ichni.RhythmGame e.UpdateEffect(exactJudgeTime); } + if (!isFirstJudged && exactJudgeTime < GameManager.instance.songTime) + { + SlowOffsetAfterExactJudgeTime(); + } + if (!isFirstJudged && GameManager.instance.songTime > exactJudgeTime + judgeIntervals.afterMiss) { Miss(exactJudgeTime + judgeIntervals.afterMiss); @@ -177,7 +182,23 @@ namespace Ichni.RhythmGame Observable.EveryUpdate().Subscribe(_ => { noteVisual.effectSubmodule.effectCollection["GeneralJudge"].ForEach(e => e.UpdateEffect(triggerTime)); - noteVisual.effectSubmodule.effectCollection["Perfect"].ForEach(e => e.UpdateEffect(triggerTime)); + + foreach (var e in noteVisual.effectSubmodule.effectCollection["Perfect"]) + { + if (!e.IsPost) + { + e.UpdateEffect(triggerTime); + } + } + + foreach (var e in noteVisual.effectSubmodule.effectCollection["Perfect"]) + { + if (e.IsPost) + { + e.UpdateEffect(triggerTime); + } + } + noteVisual.effectSubmodule.effectCollection["AfterJudge"].ForEach(e => e.UpdateEffect(exactJudgeTime)); }).AddTo(gameObject); @@ -328,7 +349,7 @@ namespace Ichni.RhythmGame } } - public void SetPerfectPosition() + public virtual void SetPerfectPosition() { if (isOnTrack && track.trackTimeSubmodule is TrackTimeSubmoduleMovable movable) { @@ -336,6 +357,30 @@ namespace Ichni.RhythmGame trackPositioner.SetPercent(notePercent); } } + + protected virtual void SlowOffsetAfterExactJudgeTime() + { + if (isOnTrack && track.trackTimeSubmodule is TrackTimeSubmoduleMovable movable) + { + float slowedTime = (GameManager.instance.songTime - exactJudgeTime) * 0.8f; + float notePercent = movable.GetTrackPercent(exactJudgeTime + slowedTime); + trackPositioner.SetPercent(notePercent); + } + } + + /*public virtual void SlowOffsetAfterExactJudgeTime() + { + if (isOnTrack && track.trackTimeSubmodule is TrackTimeSubmoduleMovable movable) + { + float timeDifference = GameManager.instance.songTime - exactJudgeTime; + float percent = Mathf.Lerp(0f, 1f, timeDifference / (judgeIntervals.afterMiss + 0.2f)); + float slowedTime = (GameManager.instance.songTime - exactJudgeTime) * percent; + //float percent = Mathf.Lerp(0, 0.5f, timeDifference / judgeIntervals.afterMiss); + //float slowedTime = (GameManager.instance.songTime - exactJudgeTime) * 0.5f; + float notePercent = movable.GetTrackPercent(exactJudgeTime + slowedTime); + trackPositioner.SetPercent(notePercent); + } + }*/ } public abstract partial class NoteBase diff --git a/Assets/Scripts/Game/GameElements/Track/ParticleTracker/ParticleTracker.cs b/Assets/Scripts/Game/GameElements/Track/ParticleTracker/ParticleTracker.cs index 69207a5f..d45b52e8 100644 --- a/Assets/Scripts/Game/GameElements/Track/ParticleTracker/ParticleTracker.cs +++ b/Assets/Scripts/Game/GameElements/Track/ParticleTracker/ParticleTracker.cs @@ -8,11 +8,11 @@ using UnityEngine.Serialization; namespace Ichni.RhythmGame { - public partial class ParticleTracker : GameElement, IHaveColorSubmodule + public partial class ParticleTracker : GameElement, IHaveParticles, IHaveColorSubmodule { public Track track; public ParticleController particleController; - public ParticleSystem particle; + public ParticleSystem particle { get; set; } public ColorSubmodule colorSubmodule { get; set; } public bool haveBaseColor => true; public bool haveEmissionColor => true; @@ -44,6 +44,7 @@ namespace Ichni.RhythmGame { ParticleTracker particleTracker = Instantiate(GameManager.instance.basePrefabs.particleTracker, track.transform) .GetComponent(); + particleTracker.particle = particleTracker.GetComponent(); particleTracker.Initialize(elementName, id, tags, isFirstGenerated, track); particleTracker.track = track; particleTracker.particleController.spline = track.trackPathSubmodule.path; @@ -51,7 +52,7 @@ namespace Ichni.RhythmGame particleTracker.stopTime = stopTime; particleTracker.themeBundleName = themeBundleName; particleTracker.materialName = materialName; - particleTracker.SetParticleMaterial(themeBundleName, materialName); + (particleTracker as IHaveParticles).SetParticleMaterial(themeBundleName, materialName); particleTracker.SetParticleSettings(prewarm, is3D, width, extendDirection, density, lifeTime, isAutoOrient, particleRotation); return particleTracker; } @@ -60,21 +61,9 @@ namespace Ichni.RhythmGame { colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0); } - - public void SetParticleMaterial(string themeBundleName, string materialName) - { - Material material = ThemeBundleManager.instance.GetObject(themeBundleName, materialName) ?? - GameManager.instance.basePrefabs.defaultParticleMaterial; - Renderer particleRenderer = particle.GetComponent(); - particleRenderer.material = material; - particleRenderer.InitializeShader(); - - } - - public void SetParticleSettings(bool prewarm, - bool is3D, float width, Vector3 extendDirection, - float density, float lifeTime, - bool isAutoOrient, Vector3 particleRotation) + + public void SetParticleSettings(bool prewarm, bool is3D, float width, Vector3 extendDirection, + float density, float lifeTime, bool isAutoOrient, Vector3 particleRotation) { this.prewarm = prewarm; this.is3D = is3D; @@ -85,12 +74,9 @@ namespace Ichni.RhythmGame this.prewarm = prewarm; this.isAutoOrient = isAutoOrient; this.particleRotation = particleRotation; - - SetPrewarm(); + (this as IHaveParticles).SetParticleSettings(prewarm, ParticleSystemSimulationSpace.Local, density, + lifeTime, 0, 1, isAutoOrient, particleRotation); SetShape(); - SetDensity(); - SetLifeTime(); - SetAlignment(); } } @@ -130,50 +116,7 @@ namespace Ichni.RhythmGame particleController.extendDirection = extendDirection; particleController.Rebuild(); } - - private void SetDensity() - { - var emission = particle.emission; - emission.rateOverTime = density; - } - private void SetLifeTime() - { - var mainModule = particle.main; - mainModule.startLifetime = lifeTime; - } - - private void SetPrewarm() - { - var mainModule = particle.main; - mainModule.prewarm = prewarm; - } - - private void SetAlignment() - { - ParticleSystemRenderer particleSystemRenderer = particle.GetComponent(); - var mainModule = particle.main; - if (isAutoOrient) - { - particleSystemRenderer.alignment = ParticleSystemRenderSpace.View; - mainModule.startRotation3D = false; // 禁用3D旋转 - } - else - { - particleSystemRenderer.alignment = ParticleSystemRenderSpace.Local; - mainModule.startRotation3D = true; // 启用3D旋转 - SetParticleRotation(); - } - } - - private void SetParticleRotation() - { - var mainModule = particle.main; - mainModule.startRotationX = particleRotation.x * Mathf.Deg2Rad; - mainModule.startRotationY = particleRotation.y * Mathf.Deg2Rad; - mainModule.startRotationZ = particleRotation.z * Mathf.Deg2Rad; - } - public override void Refresh() { base.Refresh(); diff --git a/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs b/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs index f2a918e8..f3dc447d 100644 --- a/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs +++ b/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs @@ -3,6 +3,7 @@ using System.Collections; using System.Collections.Generic; using Dreamteck.Splines; using Ichni.RhythmGame.Beatmap; +using UniRx; using UnityEngine; namespace Ichni.RhythmGame @@ -60,6 +61,11 @@ namespace Ichni.RhythmGame } trackPositioner.SetPercent(trackPercent.value); + trackPositioner.RebuildImmediate(); + + /*Debug.Log(trackSwitch.value + " " + trackPercent.value + " " + + nowAttachedTrack.trackPathSubmodule.path.EvaluatePosition(trackPercent.value) + " " + + transform.position + " " + transform.eulerAngles);*/ } } diff --git a/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.cs b/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.cs index 924281fd..5db6e591 100644 --- a/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.cs +++ b/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.cs @@ -40,7 +40,6 @@ namespace Ichni.RhythmGame { timeDurationSubmodule = new TimeDurationSubmodule(this); } - public void Update() { if (track.timeDurationSubmodule.CheckTimeInDuration(GameManager.instance.songTime)) diff --git a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs index bb06fb19..f3454c35 100644 --- a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs +++ b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs @@ -60,11 +60,14 @@ namespace Ichni.RhythmGame SetEnableEmission(); SetEmissionIntensity(); SetUV(); - - if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable) + } + + protected void SetMesh() + { + if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable trackTimeSubmoduleMovable) { - meshGenerator.clipFrom = 0; - meshGenerator.clipTo = 0; + meshGenerator.clipFrom = trackTimeSubmoduleMovable.tailPercent; + meshGenerator.clipTo = trackTimeSubmoduleMovable.headPercent; } else { @@ -124,6 +127,7 @@ namespace Ichni.RhythmGame this.splineRenderer.color = Color.white; this.splineRenderer.uvRotation = 90; this.splineRenderer.uvMode = MeshGenerator.UVMode.UniformClip; + SetMesh(); } public override void SaveBM() @@ -178,7 +182,7 @@ namespace Ichni.RhythmGame { public PathGenerator pathGenerator; - public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, + public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Vector2 uvScale, Vector2 uvOffset, Material material = null) : base(track, enableEmission, emissionIntensity, zWrite, uvScale, uvOffset) { @@ -194,8 +198,10 @@ namespace Ichni.RhythmGame this.pathGenerator.color = Color.white; this.pathGenerator.uvRotation = 90; this.pathGenerator.uvMode = MeshGenerator.UVMode.UniformClip; + SetMesh(); } + public override void SaveBM() { matchedBM = new TrackRendererSubmodulePathGenerator_BM(attachedGameElement, this); @@ -268,6 +274,7 @@ namespace Ichni.RhythmGame this.tubeGenerator.uvRotation = 90; this.tubeGenerator.sides = sideCount; this.tubeGenerator.uvMode = MeshGenerator.UVMode.UniformClip; + SetMesh(); } public override void SaveBM() @@ -340,6 +347,7 @@ namespace Ichni.RhythmGame this.surface.color = Color.white; this.surface.uvRotation = 90; this.surface.uvMode = MeshGenerator.UVMode.UniformClip; + SetMesh(); } public override void SaveBM() diff --git a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackTimeSubmodule.cs b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackTimeSubmodule.cs index 76d735fd..dfce5bfe 100644 --- a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackTimeSubmodule.cs +++ b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackTimeSubmodule.cs @@ -134,11 +134,6 @@ namespace Ichni.RhythmGame public override void Refresh() { - if (track.trackRendererSubmodule != null) - { - track.trackRendererSubmodule.meshGenerator.clipFrom = tailPercent; - track.trackRendererSubmodule.meshGenerator.clipTo = headPercent; - } track.childElementList.ForEach(child => { if (child is NoteBase note) diff --git a/Assets/Scripts/Game/UI/GameLoadingCanvas.cs b/Assets/Scripts/Game/UI/GameLoadingCanvas.cs index 582864e5..f7007be9 100644 --- a/Assets/Scripts/Game/UI/GameLoadingCanvas.cs +++ b/Assets/Scripts/Game/UI/GameLoadingCanvas.cs @@ -1,19 +1,69 @@ +using System; using System.Collections; using System.Collections.Generic; +using DG.Tweening; using Ichni.UI; using Michsky.MUIP; +using TMPro; using UnityEngine; +using UnityEngine.UI; namespace Ichni.RhythmGame.UI { public class GameLoadingCanvas : UIPageBase { + public bool allPartsSet; + public RectTransform leftParts; + public RectTransform rightParts; + + public TMP_Text progressText; + public RectTransform progressMark; public ProgressBar progressBar; + + public TMP_Text songNameText; + public Image illustrationImage; + public TMP_Text difficultyText; + public TMP_Text levelText; + + public TMP_Text composerText; + public TMP_Text illustratorText; + public TMP_Text chartDesignerText; + + private void Start() + { + Initialize(); + } + + private void Initialize() + { + InformationTransistor info = InformationTransistor.instance; + + songNameText.text = info.song.songName; + illustrationImage.sprite = info.song.illustration; + difficultyText.text = info.difficulty.GetDifficultyName(); + levelText.text = info.difficulty.difficultyValue.ToString(); + composerText.text = info.song.composer; + illustratorText.text = info.song.illustratorName; + chartDesignerText.text = info.difficulty.charterName; + } public void SetProgress(float value) { progressBar.currentPercent = value; + progressText.text = Mathf.RoundToInt(value) + "%"; + float markXPosition = 1920 * (value / 100f); + progressMark.anchoredPosition = new Vector2(markXPosition, progressMark.anchoredPosition.y); progressBar.UpdateUI(); } + + public void MoveParts() + { + leftParts.anchoredPosition = new Vector2(-1030f, 0f); + rightParts.anchoredPosition = new Vector2(250, 0f); + allPartsSet = false; + + leftParts.DOAnchorPosX(1030f, 0.5f).OnComplete(() => allPartsSet = true).Play(); + rightParts.DOAnchorPosX(-250f, 0.5f).Play(); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Game/UI/GameUICanvas.cs b/Assets/Scripts/Game/UI/GameUICanvas.cs index 4c4ae25e..2928096b 100644 --- a/Assets/Scripts/Game/UI/GameUICanvas.cs +++ b/Assets/Scripts/Game/UI/GameUICanvas.cs @@ -12,11 +12,16 @@ namespace Ichni.RhythmGame.UI public class GameUICanvas : UIPageBase { public Button pauseButton; + + public TMP_Text difficultyNameText; + public TMP_Text difficultyValueText; public TMP_Text readyText; public TMP_Text accuracyText; public TMP_Text comboText; + public Image progressBar; + public GamePauseInterface pauseInterface; [Title("Debug")] @@ -26,16 +31,28 @@ namespace Ichni.RhythmGame.UI { pauseButton.onClick.AddListener(()=> { - GameManager.instance.audioManager.songPlayer.PauseSong(); - pauseButton.interactable = false; - pauseInterface.FadeIn(0.5f, true); + if (GameManager.instance.audioManager.isPlaying) + { + GameManager.instance.audioManager.songPlayer.PauseSong(); + pauseButton.interactable = false; + pauseInterface.FadeIn(0.5f, true); + } }); + + difficultyNameText.text = InformationTransistor.instance.difficulty.difficultyName; + difficultyNameText.color = InformationTransistor.instance.difficulty.color / 2f; + difficultyValueText.text = InformationTransistor.instance.difficulty.difficultyValue.ToString(); } private void Update() { fpsText.text = (1.0f / Time.unscaledDeltaTime).ToString("F2"); - } + if (GameManager.instance.audioManager.isPlaying) + { + float songLength = GameManager.instance.songInformation.songLength; + progressBar.fillAmount = songLength > 0 ? GameManager.instance.songTime / songLength : 0f; // 如果歌曲长度为0,填充量为0 + } + } public void UpdateAccuracy(float accuracy) { diff --git a/Assets/Scripts/Manager/BasePrefabsCollection.cs b/Assets/Scripts/Manager/BasePrefabsCollection.cs index 7808ca5a..893a9319 100644 --- a/Assets/Scripts/Manager/BasePrefabsCollection.cs +++ b/Assets/Scripts/Manager/BasePrefabsCollection.cs @@ -32,6 +32,7 @@ public partial class BasePrefabsCollection : SerializedScriptableObject public GameObject triggerHint; [Title("Effect相关")] public Material defaultParticleMaterial; + public GameObject particleEmitter; public GameObject bloomEffect; public GameObject cameraShakeEffect; public GameObject cameraZoomEffect; diff --git a/Assets/Scripts/Manager/GameInputManager.cs b/Assets/Scripts/Manager/GameInputManager.cs index cd3d737d..2a17adcc 100644 --- a/Assets/Scripts/Manager/GameInputManager.cs +++ b/Assets/Scripts/Manager/GameInputManager.cs @@ -70,8 +70,14 @@ public class GameInputManager : SerializedMonoBehaviour private void Update() { + if (!GameManager.instance.audioManager.isUpdating) + { + return; + } + // 使用预处理指令区分平台 #if UNITY_EDITOR || UNITY_STANDALONE + ProcessMouseInput(); HandleHolding(); #else ProcessRealTouchInput(); diff --git a/Assets/Scripts/Manager/ProjectLoader.cs b/Assets/Scripts/Manager/ProjectLoader.cs index 9ab6302d..65a6ae90 100644 --- a/Assets/Scripts/Manager/ProjectLoader.cs +++ b/Assets/Scripts/Manager/ProjectLoader.cs @@ -11,7 +11,9 @@ namespace Ichni { public class ProjectLoader { - public float loadPercent; + public float fakeLoadPercent; + public float realLoadPercent; + public float displayLoadPercent => Mathf.Min(realLoadPercent, fakeLoadPercent); public static readonly ES3Settings SaveSettings = new ES3Settings { @@ -39,34 +41,53 @@ namespace Ichni LoadProjectInfo(beatMapFolderPath); LoadSongInfo(beatMapFolderPath); LoadCommandScripts(beatMapFolderPath); + + GameManager.instance.gameLoadingCanvas.MoveParts(); ThemeBundleManager.instance.LoadThemeBundles(GameManager.instance.projectInformation.selectedThemeBundleList); - loadPercent = 0f; + realLoadPercent = 0f; + fakeLoadPercent = 0f; Observable.EveryUpdate() - .Where(_ => ThemeBundleManager.instance.waitingBundleAmount.Value == 0) + .Where(_ => ThemeBundleManager.instance.waitingBundleAmount.Value == 0 && + GameManager.instance.gameLoadingCanvas.allPartsSet) .First() .Subscribe(_ => { LoadBeatMap(beatMapFolderPath); + IDisposable fakeLoadObserver = Observable.EveryUpdate().Subscribe(_ => + { + fakeLoadPercent += Time.deltaTime * 0.2f; + GameManager.instance.gameLoadingCanvas.SetProgress(displayLoadPercent * 100f); + }); + Observable.EveryUpdate() - .Where(_ => ((BeatmapContainer_BM)GameManager.instance.beatmapContainer.matchedBM).remainingElementAmount.Value == 0) + .Where(_ => ((BeatmapContainer_BM)GameManager.instance.beatmapContainer.matchedBM).remainingElementAmount.Value == 0 && + fakeLoadPercent >= 1f) .First() .Subscribe(_ => { - GameManager.instance.beatmapContainer.gameElementList.ForEach(element => element.BeforeStart()); - - GameManager.instance.gameUICanvas.readyText.DOFade(1, 0.5f) - .SetLoops(4, LoopType.Yoyo).SetEase(Ease.InOutFlash).Play(); - - Observable.Timer(TimeSpan.FromSeconds(2)).First().Subscribe(_ => + fakeLoadObserver.Dispose(); + + Observable.Timer(TimeSpan.FromSeconds(1f)).First().Subscribe(_ => { - GameManager.instance.audioManager.isDelaying = true; - GameManager.instance.audioManager.isStarting = false; - Observable.NextFrame().Subscribe(_=> + GameManager.instance.gameLoadingCanvas.FadeOut(); + GameManager.instance.audioManager.isLoading = false; + + GameManager.instance.beatmapContainer.gameElementList.ForEach(element => element.BeforeStart()); + + GameManager.instance.gameUICanvas.readyText.DOFade(1, 0.5f) + .SetLoops(4, LoopType.Yoyo).SetEase(Ease.InOutFlash).Play(); + + Observable.Timer(TimeSpan.FromSeconds(2)).First().Subscribe(_ => { - GameManager.instance.beatmapContainer.gameElementList.ForEach(element => element.WhenStart()); + GameManager.instance.audioManager.isDelaying = true; + GameManager.instance.audioManager.isStarting = false; + Observable.NextFrame().Subscribe(_ => + { + GameManager.instance.beatmapContainer.gameElementList.ForEach(element => element.WhenStart()); + }); }); }); }); diff --git a/Assets/Scripts/Menu/ChapterSelection/ChapterSelectionManager.cs b/Assets/Scripts/Menu/ChapterSelection/ChapterSelectionManager.cs index 43fe6f4a..80319bfa 100644 --- a/Assets/Scripts/Menu/ChapterSelection/ChapterSelectionManager.cs +++ b/Assets/Scripts/Menu/ChapterSelection/ChapterSelectionManager.cs @@ -2,9 +2,9 @@ using System; using System.Collections; using System.Collections.Generic; using Ichni.Menu; +using Ichni.RhythmGame; using Ichni.UI; using Sirenix.OdinInspector; -using UnityEngine; namespace Ichni { @@ -25,9 +25,5 @@ namespace Ichni instance = this; } - public ChapterSelectionUnit GetChapterByName(string chapterName) - { - return chapters.Find(chapter => chapter.chapterName == chapterName); - } } } \ No newline at end of file diff --git a/Assets/Scripts/Menu/ChapterSelection/ChapterSelectionUnit.cs b/Assets/Scripts/Menu/ChapterSelection/ChapterSelectionUnit.cs index e986c57a..3d001a36 100644 --- a/Assets/Scripts/Menu/ChapterSelection/ChapterSelectionUnit.cs +++ b/Assets/Scripts/Menu/ChapterSelection/ChapterSelectionUnit.cs @@ -3,6 +3,7 @@ using System.Collections; using System.Collections.Generic; using System.Linq; using AK.Wwise; +using Ichni.RhythmGame; using Sirenix.OdinInspector; using UnityEngine; using UnityEngine.Serialization; @@ -56,6 +57,49 @@ namespace Ichni.Menu { return (from song in songs where song.storyUnlockKey == key select song.songName).ToList(); } + + public (int, int, int, int, int) GetChapterSaveInfo() + { + int beatmapCount = 0; + int finishedSongCount = 0; + int finishedBeatmapCount = 0; + int fullComboCount = 0; + int allPerfectCount = 0; + + foreach (SongItemData song in songs) + { + if (GameSaveManager.instance.SongSaveModule.songStatusSaves.TryGetValue(song.songName, out var songStatus)) + { + bool thisSongFinished = false; + foreach (BeatmapSave beatmapSave in songStatus.beatmapSaves) + { + beatmapCount++; + if (!beatmapSave.IsEmpty()) + { + thisSongFinished = true; + finishedBeatmapCount++; + + if (beatmapSave.isFullCombo) + { + fullComboCount++; + } + + if (beatmapSave.isAllPerfect) + { + allPerfectCount++; + } + } + } + + if (thisSongFinished) + { + finishedSongCount++; + } + } + } + + return (beatmapCount, finishedSongCount, finishedBeatmapCount, fullComboCount, allPerfectCount); + } } [InlineProperty] diff --git a/Assets/Scripts/Menu/MenuManager.cs b/Assets/Scripts/Menu/MenuManager.cs index ebdf77d5..7c7d851b 100644 --- a/Assets/Scripts/Menu/MenuManager.cs +++ b/Assets/Scripts/Menu/MenuManager.cs @@ -21,7 +21,11 @@ namespace Ichni public StoryUIPage storyUIPage; public DialogUIPage dialogUIPage; public SongSelectionUIPage songSelectionUIPage; + public TransitionUIPage transitionUIPage; public SettingsUIPage settingsUIPage; + + public List languageList; + public List displayLanguageList; } public partial class MenuManager @@ -31,11 +35,11 @@ namespace Ichni private void Awake() { instance = this; - Application.targetFrameRate = 120; } private void Start() { + Application.targetFrameRate = SettingsManager.instance.gameSettings.targetFrame; asyncOperation = SceneManager.LoadSceneAsync("GameScene"); asyncOperation.allowSceneActivation = false; } @@ -48,16 +52,5 @@ namespace Ichni MenuInputManager.instance.gameInput.Menu.Disable(); asyncOperation.allowSceneActivation = true; } - - [Button] - public void LanguageSwitch(string language) - { - //Set I2 Localization language - I2.Loc.LocalizationManager.CurrentLanguage = language; - //Debug.Log("Language switched to: " + language); - - // Update the UI or any other components that depend on the language change - I2.Loc.LocalizationManager.UpdateSources(); - } } } \ No newline at end of file diff --git a/Assets/Scripts/Saving/BeatmapSave.cs b/Assets/Scripts/Saving/BeatmapSave.cs index 8884c072..bc25ed9f 100644 --- a/Assets/Scripts/Saving/BeatmapSave.cs +++ b/Assets/Scripts/Saving/BeatmapSave.cs @@ -21,5 +21,10 @@ namespace Ichni.RhythmGame this.isFullCombo = isFullCombo; this.isAllPerfect = isAllPerfect; } + + public bool IsEmpty() + { + return accuracy == 0f && !isFullCombo && !isAllPerfect; + } } } diff --git a/Assets/Scripts/Settings/GameSettings.cs b/Assets/Scripts/Settings/GameSettings.cs index 655298a4..369caf5d 100644 --- a/Assets/Scripts/Settings/GameSettings.cs +++ b/Assets/Scripts/Settings/GameSettings.cs @@ -18,6 +18,8 @@ namespace Ichni public int resolutionLevel = 3; public int beatmapOffset = 0; + + public int languageIndex = 0; public bool debugMode = false; @@ -27,7 +29,7 @@ namespace Ichni } public GameSettings(int masterVolume, int musicVolume, int soundEffectVolume, int uiVolume, - int beatmapOffset, int targetFrame, int resolutionLevel, bool debugMode) + int beatmapOffset, int targetFrame, int resolutionLevel, int languageIndex, bool debugMode) { this.masterVolume = masterVolume; this.musicVolume = musicVolume; @@ -36,6 +38,7 @@ namespace Ichni this.beatmapOffset = beatmapOffset; this.targetFrame = targetFrame; this.resolutionLevel = resolutionLevel; + this.languageIndex = languageIndex; this.debugMode = debugMode; } @@ -53,5 +56,11 @@ namespace Ichni UniversalRenderPipelineAsset currentUrpAsset = GraphicsSettings.renderPipelineAsset as UniversalRenderPipelineAsset; currentUrpAsset.renderScale = 0.7f + 0.1f * resolutionLevel; } + + public void ApplyLanguage() + { + I2.Loc.LocalizationManager.CurrentLanguage = MenuManager.instance.languageList[languageIndex]; + I2.Loc.LocalizationManager.UpdateSources(); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Settings/SettingsManager.cs b/Assets/Scripts/Settings/SettingsManager.cs index 0dc1e7d3..e5edabcf 100644 --- a/Assets/Scripts/Settings/SettingsManager.cs +++ b/Assets/Scripts/Settings/SettingsManager.cs @@ -50,7 +50,7 @@ namespace Ichni { gameSettings = new GameSettings( 50, 50, 50, 50, - 0, 60, 3, false); + 0, 60, 3, 0, false); } gameSettings.ApplyVolume(); diff --git a/Assets/Scripts/UI/Base/Dropdown.cs b/Assets/Scripts/UI/Base/Dropdown.cs new file mode 100644 index 00000000..2e3dcd27 --- /dev/null +++ b/Assets/Scripts/UI/Base/Dropdown.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using Michsky.MUIP; +using UnityEngine; + +namespace Ichni.UI +{ + public class Dropdown : SettingsUIElementBase + { + public List options; + public CustomDropdown dropdown; + public int selectedIndex; + public string selectedOption; + + public void SetUp(int initialValue, List options, string title = "") + { + base.SetUp(title); + + this.options = options; + this.dropdown.items = new List(); + foreach (string option in options) + { + dropdown.items.Add(new CustomDropdown.Item { itemName = option }); + } + + dropdown.onValueChanged.AddListener(value => + { + SetValue(value); + updateValueAction?.Invoke(); + }); + + SetValue(initialValue); + } + + public int GetOptionIndex(string option) + { + return options.IndexOf(option); + } + + public void SetValue(int index) + { + selectedIndex = index; + selectedOption = options[selectedIndex]; + dropdown.selectedItemIndex = selectedIndex; + dropdown.UpdateItemLayout(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Base/Dropdown.cs.meta b/Assets/Scripts/UI/Base/Dropdown.cs.meta new file mode 100644 index 00000000..25783ec2 --- /dev/null +++ b/Assets/Scripts/UI/Base/Dropdown.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 63ac87ec6c134804c9cd877b8820d283 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Base/Switch.cs b/Assets/Scripts/UI/Base/Switch.cs index ccdb8a67..44d136b6 100644 --- a/Assets/Scripts/UI/Base/Switch.cs +++ b/Assets/Scripts/UI/Base/Switch.cs @@ -1,10 +1,4 @@ -using System.Collections; -using System.Collections.Generic; -using I2.Loc; using Michsky.MUIP; -using TMPro; -using UnityEngine; -using UnityEngine.Events; namespace Ichni.UI { diff --git a/Assets/Scripts/UI/Base/TextButton.cs b/Assets/Scripts/UI/Base/TextButton.cs index 7cad6907..4e1c9dfe 100644 --- a/Assets/Scripts/UI/Base/TextButton.cs +++ b/Assets/Scripts/UI/Base/TextButton.cs @@ -1,5 +1,7 @@ using System.Collections; using System.Collections.Generic; +using I2.Loc; +using TMPro; using UnityEngine; using UnityEngine.UI; @@ -8,10 +10,12 @@ namespace Ichni.UI public class TextButton : SettingsUIElementBase { public Button button; - - public void SetUp(string title = "") + public TMP_Text buttonText; + public void SetUp(string title, string subTitle, string textContent) { - base.SetUp(title); + base.SetUp(title, subTitle); + + buttonText.GetComponent().SetTerm(textContent); button.onClick.AddListener(() => { diff --git a/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUI.cs b/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUI.cs index dfdcfd92..43c04998 100644 --- a/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUI.cs +++ b/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUI.cs @@ -35,18 +35,29 @@ namespace Ichni.UI public Image avatarMask; public TMP_Text decorationChapterText0; public TMP_Text decorationChapterText1; - public TMP_Text progressText; + public TMP_Text outerSongProgressText; public RectTransform titleRect; public TMP_Text titleText; - [Title("展开内容")] + [Title("展开内容")] public RectTransform expansionBackground; + public Image expansionRipple; + public Material rippleMaterial; + public Sequence rippleSequence; + public RectTransform expansionFunctions; + public RectTransform expansionInfos; - + public TMP_Text innerSongProgressText; + public TMP_Text fullComboText; + public TMP_Text allPerfectText; + public TMP_Text beatmapProgressText; + + public void Initialize(ChapterSelectionUnit chapter) { connectedChapter = chapter; + expansionRipple.material = new Material(rippleMaterial); expandButton.onClick.AddListener(() => { @@ -90,6 +101,14 @@ namespace Ichni.UI ChapterSelectionManager.instance.chapterSelectionUIPage.FadeOut(); SongSelectionManager.instance.songSelectionUIPage.FadeIn(); }); + + (int beatmapCount, int finishedSongCount, int finishedBeatmapCount, int fullComboCount, int allPerfectCount) = chapter.GetChapterSaveInfo(); + float songProgressPercent = (float)finishedSongCount / chapter.songs.Count * 100f; + outerSongProgressText.text = songProgressPercent.ToString("F2") + "%"; + innerSongProgressText.text = songProgressPercent.ToString("F2") + "%"; + fullComboText.text = fullComboCount.ToString(); + allPerfectText.text = allPerfectCount.ToString(); + beatmapProgressText.text = $"{finishedBeatmapCount}/{beatmapCount}"; } private void Expand() @@ -122,7 +141,16 @@ namespace Ichni.UI expandSequence.Join(upperTip.DOFade(1f, 0.3f)); expandSequence.OnStart(() => isDuringAnimation = true); - expandSequence.OnComplete(() => isDuringAnimation = false); + expandSequence.OnComplete(() => + { + isDuringAnimation = false; + expansionRipple.material.SetFloat("_RippleTime", 0f); + rippleSequence = DOTween.Sequence(); + rippleSequence.AppendInterval(5f); + rippleSequence.Append(expansionRipple.material.DOFloat(1, "_RippleTime", 2f)); + rippleSequence.SetLoops(-1); + rippleSequence.Play(); + }); expandSequence.Play(); } @@ -131,6 +159,8 @@ namespace Ichni.UI { isExpanded = false; + rippleSequence?.Kill(true); + Sequence shrinkSequence = DOTween.Sequence(); shrinkSequence.Append(bottomTip.DOFade(0f, 0.3f)); @@ -147,18 +177,17 @@ namespace Ichni.UI expansionFunctions.gameObject.SetActive(false); })); - shrinkSequence.Join(titleRect.DOSizeDelta(new Vector2(322, 100), 0.3f).SetEase(Ease.InQuad)); + shrinkSequence.Join(titleRect.DOSizeDelta(new Vector2(322, 100), 0.3f)); shrinkSequence.Append(expansionBackground.DOSizeDelta(new Vector2(322, 826), 0.3f) - .SetEase(Ease.InQuad) .OnComplete(() => { expansionBackground.gameObject.SetActive(false); })); shrinkSequence.Join(DOTween.To(() => layoutElement.preferredWidth, - x => layoutElement.preferredWidth = x, 322, 0.3f).SetEase(Ease.InQuad)); - shrinkSequence.Join(avatarMask.rectTransform.DOSizeDelta(new Vector2(322, 826), 0.3f).SetEase(Ease.InQuad)); + x => layoutElement.preferredWidth = x, 322, 0.3f)); + shrinkSequence.Join(avatarMask.rectTransform.DOSizeDelta(new Vector2(322, 826), 0.3f)); shrinkSequence.OnStart(() => isDuringAnimation = true); shrinkSequence.OnComplete(() => isDuringAnimation = false); diff --git a/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUIPage.cs b/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUIPage.cs index b4451df7..58c35fdb 100644 --- a/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUIPage.cs +++ b/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUIPage.cs @@ -15,6 +15,8 @@ namespace Ichni.UI protected override void Awake() { base.Awake(); + + fadeInStartAction = Initialize; settingsButton.onClick.AddListener(() => { @@ -23,8 +25,14 @@ namespace Ichni.UI }); } - private void Start() + private void Initialize() { + // Clear existing chapters + foreach (Transform child in chapterContainer) + { + Destroy(child.gameObject); + } + foreach (var chapter in ChapterSelectionManager.instance.chapters) { ChapterSelectionUI item = Instantiate(chapterSelectionUIPrefab, chapterContainer).GetComponent(); diff --git a/Assets/Scripts/UI/Elements/TextCatapult.cs b/Assets/Scripts/UI/Elements/TextCatapult.cs new file mode 100644 index 00000000..6495f7cc --- /dev/null +++ b/Assets/Scripts/UI/Elements/TextCatapult.cs @@ -0,0 +1,122 @@ +using System.Collections; +using System.Collections.Generic; +using DG.Tweening; +using TMPro; +using UnityEngine; + +namespace Ichni.UI +{ + public class TextCatapult : MonoBehaviour + { + [Header("UI 元素")] [Tooltip("第一个文本组件")] [SerializeField] + private TMP_Text textA; + + [Tooltip("第二个文本组件")] [SerializeField] private TMP_Text textB; + + [Header("动画参数")] [Tooltip("文本在中央停留显示的时间")] [SerializeField] + private float displayDuration = 4f; + + [Tooltip("向上移动和淡入淡出的动画时间")] [SerializeField] + private float animationDuration = 1f; + + [Tooltip("文本向上移动的距离")] [SerializeField] + private float moveDistance = 200f; + + // --- 可选: 如果你想让文字内容循环变化 --- + [Header("可选的文本内容")] [Tooltip("在这里填入你想循环显示的文字列表")] [SerializeField] + private List textContents = new List(); + + private TMP_Text[] _textElements; + private int _currentTextIndex = 0; // 当前显示在中央的文本的索引 (0 或 1) + private int _contentIndex = 0; // 当前显示内容的索引 + + private Vector2 _centerPosition; + private Sequence _animationSequence; + + void Start() + { + Setup(); + // 直接启动第一个动画过渡 + AnimateTransition(); + } + + void OnDestroy() + { + // 安全地杀死所有相关的DoTween动画,防止在场景切换或对象销毁时出错 + _animationSequence?.Kill(); + } + + /// + /// 初始化设置 + /// + private void Setup() + { + _textElements = new[] { textA, textB }; + + // 记录中心位置 + _centerPosition = textA.rectTransform.anchoredPosition; + + // 设置 textA 的初始状态 + textA.rectTransform.anchoredPosition = _centerPosition; + textA.alpha = 1f; + UpdateTextContent(textA); // 设置初始文字 + + // 设置 textB 的初始状态 (在下方,透明) + textB.rectTransform.anchoredPosition = _centerPosition - new Vector2(0, moveDistance); + textB.alpha = 0f; + // textB 的内容将在它动画开始前更新,所以这里无需设置 + } + + /// + /// 执行一次完整的文本过渡动画,并在完成后自我调用以形成循环 + /// + private void AnimateTransition() + { + // 确定哪个文本要移出,哪个要移入 + TMP_Text textToAnimateOut = _textElements[_currentTextIndex]; + TMP_Text textToAnimateIn = _textElements[(_currentTextIndex + 1) % 2]; + + // 创建一个新的动画序列 + _animationSequence = DOTween.Sequence(); + _animationSequence + .AppendInterval(displayDuration) // 1. 等待当前文本显示4秒 + .AppendCallback(() => { + // 2. 在动画开始前,更新即将进入的文本的内容 + UpdateTextContent(textToAnimateIn); + }) + // 3. 同时执行两个文本的动画 + .Append(textToAnimateOut.rectTransform.DOAnchorPosY(_centerPosition.y + moveDistance, animationDuration).SetEase(Ease.OutCubic)) + .Join(textToAnimateOut.DOFade(0f, animationDuration).SetEase(Ease.OutCubic)) + .Join(textToAnimateIn.rectTransform.DOAnchorPosY(_centerPosition.y, animationDuration).SetEase(Ease.OutCubic)) + .Join(textToAnimateIn.DOFade(1f, animationDuration).SetEase(Ease.OutCubic)) + .OnComplete(() => { + // 4. 当整个过渡动画完成时 + + // 将刚刚移出的文本复位到起始位置,为下一次进入做准备 + textToAnimateOut.rectTransform.anchoredPosition = _centerPosition - new Vector2(0, moveDistance); + + // 切换当前文本的索引,为下个循环做准备 + _currentTextIndex = (_currentTextIndex + 1) % 2; + + // 启动下一次动画过渡,形成循环 + AnimateTransition(); + }); + + _animationSequence.Play(); + } + + /// + /// 更新文本内容(如果列表不为空) + /// + private void UpdateTextContent(TMP_Text textElement) + { + if (textContents == null || textContents.Count == 0) + { + return; // 如果列表为空,则不改变文字 + } + + textElement.text = textContents[_contentIndex]; + _contentIndex = (_contentIndex + 1) % textContents.Count; // 移动到下一个内容索引,并循环 + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Elements/TextCatapult.cs.meta b/Assets/Scripts/UI/Elements/TextCatapult.cs.meta new file mode 100644 index 00000000..29b4927d --- /dev/null +++ b/Assets/Scripts/UI/Elements/TextCatapult.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 259ac802359edf8428487ebe87521c8c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Prepare/PrepareUIPage.cs b/Assets/Scripts/UI/Prepare/PrepareUIPage.cs deleted file mode 100644 index 99bde038..00000000 --- a/Assets/Scripts/UI/Prepare/PrepareUIPage.cs +++ /dev/null @@ -1,67 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using System.Linq; -using Ichni.Menu; -using Ichni.Story; -using TMPro; -using UnityEngine; -using UnityEngine.UI; - -namespace Ichni.UI -{ - public partial class PrepareUIPage : UIPageBase - { - public TextButton enterGameButton; - public TextButton switchDifficultyButton; - - public string songName; - public List difficulties; - public string difficultyName; - - private ChapterSelectionUnit chapter; - private SongItemData songItem; - private DifficultyData difficultyData; - } - - public partial class PrepareUIPage - { - public void SetUpPrepareUIPage(string songName) - { - chapter = ChapterSelectionManager.instance.currentChapter; - songItem = chapter.songs.FirstOrDefault(s => s.songName == songName); - - this.songName = songName; - this.difficulties = new List(); - foreach (DifficultyData difficulty in songItem.difficultyDataList) - { - this.difficulties.Add(difficulty.difficultyName); - } - - this.difficultyName = difficulties[0]; - - difficultyData = songItem.difficultyDataList.FirstOrDefault(d => d.difficultyName == difficultyName); - switchDifficultyButton.GetComponentInChildren().text = difficultyName + " Lv." + difficultyData.difficultyValue; - switchDifficultyButton.GetComponentInChildren().color = difficultyData.color; - } - - public void SwitchDifficulty() - { - int currentIndex = difficulties.IndexOf(difficultyName); - int nextIndex = (currentIndex + 1) % difficulties.Count; - difficultyName = difficulties[nextIndex]; - - difficultyData = songItem.difficultyDataList - .FirstOrDefault(d => d.difficultyName == difficultyName); - - switchDifficultyButton.GetComponentInChildren().text = difficultyName + " Lv." + difficultyData.difficultyValue; - switchDifficultyButton.GetComponentInChildren().color = difficultyData.color; - } - - public void EnterGame() - { - InformationTransistor.instance.SetInformation(ChapterSelectionManager.instance.currentChapter, songItem, difficultyData); - MenuAudioManager.instance.audioContainer.StopEvent("PlayPreview"); - MenuManager.instance.TestEnterGame(); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/UI/Settings/GamePlaySettingsWindow.cs b/Assets/Scripts/UI/Settings/GamePlaySettingsWindow.cs index 67524165..7c6bf9a7 100644 --- a/Assets/Scripts/UI/Settings/GamePlaySettingsWindow.cs +++ b/Assets/Scripts/UI/Settings/GamePlaySettingsWindow.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using Ichni.Menu; +using MoreMountains.Tools; using UnityEngine; namespace Ichni.UI @@ -8,9 +9,10 @@ namespace Ichni.UI public class GamePlaySettingsWindow : SettingsWindow { public TextButton offsetEditorButton; + public Dropdown languageDropdown; public override void Initialize() { - offsetEditorButton.SetUp("Menu UI/Settings_OffsetEditor"); + offsetEditorButton.SetUp("Menu UI/Settings_OffsetEditor", "", "Menu UI/Settings_Enter"); offsetEditorButton.updateValueAction = () => { gameObject.SetActive(false); @@ -18,11 +20,18 @@ namespace Ichni.UI MenuManager.instance.settingsUIPage.offsetEditor.offsetEditingContainer.SetActive(true); MenuManager.instance.settingsUIPage.offsetEditor.Play(); }; + + languageDropdown.SetUp(gameSettings.languageIndex, MenuManager.instance.displayLanguageList, "Menu UI/Settings_Language"); + languageDropdown.updateValueAction = () => + { + gameSettings.languageIndex = languageDropdown.selectedIndex; + gameSettings.ApplyLanguage(); + }; } public override void SetValuesFromSettings() { - + languageDropdown.SetValue(gameSettings.languageIndex); } } } \ No newline at end of file diff --git a/Assets/Scripts/UI/Settings/RebindingWindow.cs b/Assets/Scripts/UI/Settings/RebindingWindow.cs index 15b775b4..1df9809c 100644 --- a/Assets/Scripts/UI/Settings/RebindingWindow.cs +++ b/Assets/Scripts/UI/Settings/RebindingWindow.cs @@ -28,7 +28,7 @@ namespace Ichni.Menu data.rebindButton.SetUp(data.title, data.subtitle, data.actionName, data.bindingIndex); } - resetButton.SetUp("MenuUI/Settings_ResetRebinding"); + resetButton.SetUp("Menu UI/Settings_ResetRebinding", "", "Menu UI/Settings_Confirm"); resetButton.updateValueAction = ResetAllBindings; } diff --git a/Assets/Scripts/UI/SongSelection/PlaySongUI.cs b/Assets/Scripts/UI/SongSelection/PlaySongUI.cs index 777863c1..11481721 100644 --- a/Assets/Scripts/UI/SongSelection/PlaySongUI.cs +++ b/Assets/Scripts/UI/SongSelection/PlaySongUI.cs @@ -2,6 +2,7 @@ using System; using System.Collections; using System.Collections.Generic; using DG.Tweening; +using UniRx; using UnityEngine; using UnityEngine.UI; @@ -39,10 +40,14 @@ namespace Ichni.Menu { arrowSeq.Join(arrow.DOAnchorPosX(-584.5f, 0.2f)); } - + arrowSeq.OnComplete(() => { - MenuManager.instance.TestEnterGame(); + MenuManager.instance.transitionUIPage.FadeIn(); + Observable.Timer(TimeSpan.FromSeconds(0.6f)).Subscribe(_ => + { + MenuManager.instance.TestEnterGame(); + }); }); arrowSeq.Play(); diff --git a/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs b/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs index 7fb8d956..d2fea46e 100644 --- a/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs +++ b/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs @@ -22,8 +22,8 @@ namespace Ichni.Menu [Title("对齐与动画")] [SerializeField] public RectTransform centerPoint; - [SerializeField] private float snapSpeed = 5f; - [SerializeField] private float decelerationRate = 0.135f; + [SerializeField] private float snapSpeed = 10f; + [SerializeField] private float decelerationRate = 0.15f; [Title("平滑度优化")] [SerializeField] [Range(1f, 20f)] @@ -263,7 +263,10 @@ namespace Ichni.Menu selectedTab?.SetSelection(false); selectedTab = null; // 清除当前选中的Tab - if(isDuringSnap && SnapCoroutine != null) StopCoroutine(SnapCoroutine); + if (isDuringSnap && SnapCoroutine != null) + { + StopCoroutine(SnapCoroutine); + } SnapCoroutine = SnapToItem(tab.GetComponent(), false); @@ -289,8 +292,7 @@ namespace Ichni.Menu Vector3 closestItemLocalPos = viewport.InverseTransformPoint(targetItem.position); Vector3 centerPointLocalPos = viewport.InverseTransformPoint(centerPoint.position); float localOffsetY = centerPointLocalPos.y - closestItemLocalPos.y; - - // 【核心修正 #3】吸附动画现在也是通过更新targetPosition来实现 + Vector2 finalTargetPosition = content.anchoredPosition + new Vector2(0, localOffsetY); finalTargetPosition.y = Mathf.Clamp(finalTargetPosition.y, bottomBound, topBound); diff --git a/Assets/Scripts/UI/SongSelection/SongSelectionTab.cs b/Assets/Scripts/UI/SongSelection/SongSelectionTab.cs index c89d12d9..02eabf97 100644 --- a/Assets/Scripts/UI/SongSelection/SongSelectionTab.cs +++ b/Assets/Scripts/UI/SongSelection/SongSelectionTab.cs @@ -4,6 +4,7 @@ using System.Collections.Generic; using DG.Tweening; using Sirenix.OdinInspector; using TMPro; +using UniRx; using UnityEngine; using UnityEngine.Serialization; using UnityEngine.UI; @@ -43,8 +44,17 @@ namespace Ichni.Menu { if (MenuManager.instance.songSelectionUIPage.songListController.selectedTab == this) { - // MenuManager.instance.prepareUIPage.SetUpPrepareUIPage(song.songName); - // MenuManager.instance.prepareUIPage.FadeIn(); + InformationTransistor.instance.SetInformation( + ChapterSelectionManager.instance.currentChapter, + MenuManager.instance.songSelectionUIPage.selectedSong, + MenuManager.instance.songSelectionUIPage.selectedDifficulty); + MenuAudioManager.instance.audioContainer.PlaySoundFX("EnterToGame"); + MenuAudioManager.instance.audioContainer.StopEvent("PlayPreview"); + MenuManager.instance.transitionUIPage.FadeIn(); + Observable.Timer(TimeSpan.FromSeconds(0.6f)).Subscribe(_ => + { + MenuManager.instance.TestEnterGame(); + }); } else { diff --git a/Assets/Scripts/UI/StartPage/StartUIPage.cs b/Assets/Scripts/UI/StartPage/StartUIPage.cs index 138427d7..3f191300 100644 --- a/Assets/Scripts/UI/StartPage/StartUIPage.cs +++ b/Assets/Scripts/UI/StartPage/StartUIPage.cs @@ -8,9 +8,10 @@ namespace Ichni.UI public class StartUIPage : UIPageBase { public AudioContainer audioContainer; - - private void Awake() + + protected override void Awake() { + base.Awake(); audioContainer = GetComponent(); } diff --git a/Assets/Scripts/UI/TransitionPage.meta b/Assets/Scripts/UI/TransitionPage.meta new file mode 100644 index 00000000..d48b1a2c --- /dev/null +++ b/Assets/Scripts/UI/TransitionPage.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0d7192179ca0b574496ffe2e3821b1e8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/TransitionPage/TransitionUIPage.cs b/Assets/Scripts/UI/TransitionPage/TransitionUIPage.cs new file mode 100644 index 00000000..f70845bd --- /dev/null +++ b/Assets/Scripts/UI/TransitionPage/TransitionUIPage.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using Ichni.UI; +using UnityEngine; + +namespace Ichni.Menu +{ + public class TransitionUIPage : UIPageBase + { + + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/TransitionPage/TransitionUIPage.cs.meta b/Assets/Scripts/UI/TransitionPage/TransitionUIPage.cs.meta new file mode 100644 index 00000000..42e30346 --- /dev/null +++ b/Assets/Scripts/UI/TransitionPage/TransitionUIPage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d182faae1d3f9924dacda7eafc21cce4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Wwise/SongPlayer.cs b/Assets/Scripts/Wwise/SongPlayer.cs index a89bd09e..8a59046e 100644 --- a/Assets/Scripts/Wwise/SongPlayer.cs +++ b/Assets/Scripts/Wwise/SongPlayer.cs @@ -57,21 +57,13 @@ namespace Ichni if (audioManager.isPlaying) { - songTimeSegment = PlaySegment() / 1000f - (judgeOffset / 1000f); - - if (songTimeSegment > 0) + float currentSongSegment = PlaySegment() / 1000f - (judgeOffset / 1000f); + + if (recordedSongSeg < currentSongSegment) { - recordedSongSeg = songTimeSegment; + songTimeSegment = currentSongSegment; + recordedSongSeg = currentSongSegment; } - - /* - else if (songTimeSegment == 0 && recordedSongSeg > 0) - { - audioManager.isFinished = true; - songTimeSegment = recordedSongSeg; - }*/ - - //Debug.Log($"Song Time Segment: {songTimeSegment}, Recorded Segment: {recordedSongSeg}"); } else if (audioManager.isPausing) { @@ -98,7 +90,7 @@ namespace Ichni [Button] public void PauseSong() { - pauseTimeSegment = PlaySegment() / 1000f - (judgeOffset / 1000f); + pauseTimeSegment = songTimeSegment; audioManager.isPlaying = false; audioManager.isPausing = true; PauseMusicEvent.Post(gameObject); @@ -130,6 +122,7 @@ namespace Ichni { if (in_info is AkMusicSyncCallbackInfo musicInfo) { + GameManager.instance.songInformation.songLength = musicInfo.segmentInfo_iActiveDuration / 1000f; InformationTransistor.instance.songLength = musicInfo.segmentInfo_iActiveDuration / 1000f; InformationTransistor.instance.bpm = GameManager.instance.songInformation.bpm; } diff --git a/Assets/Scripts/Wwise/SongPlayer.cs.meta b/Assets/Scripts/Wwise/SongPlayer.cs.meta index 77a810ae..8641fd47 100644 --- a/Assets/Scripts/Wwise/SongPlayer.cs.meta +++ b/Assets/Scripts/Wwise/SongPlayer.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 0 + executionOrder: -3 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Settings/URP-HighFidelity-Renderer.asset b/Assets/Settings/URP-HighFidelity-Renderer.asset index c48b2c41..2b15516f 100644 --- a/Assets/Settings/URP-HighFidelity-Renderer.asset +++ b/Assets/Settings/URP-HighFidelity-Renderer.asset @@ -12,11 +12,11 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f41bcf9b1f0eb6446907e2c52c9f2d39, type: 3} m_Name: PixelateFeature m_EditorClassIdentifier: - m_Active: 0 + m_Active: 1 settings: pixelateShader: {fileID: 4800000, guid: 272e7eef87baea8408e583d2670e66dd, type: 3} - pixelateStrengthX: 148.42561 - pixelateStrengthY: 248.27493 + pixelateStrengthX: 1794.0509 + pixelateStrengthY: 1009.1536 passEvent: 500 --- !u!114 &-1878332245247344467 MonoBehaviour: diff --git a/Assets/Shaders/UI/CardRipple.mat b/Assets/Shaders/UI/CardRipple.mat index 0650ea96..b0aa9a16 100644 --- a/Assets/Shaders/UI/CardRipple.mat +++ b/Assets/Shaders/UI/CardRipple.mat @@ -81,7 +81,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _RippleTexture: - m_Texture: {fileID: 2800000, guid: 8c0cb98ea0c53c846bf6fc8fe819b4f2, type: 3} + m_Texture: {fileID: 2800000, guid: 75b254a55f7e3f347ac8f2b5db9b11d9, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _SpecGlossMap: @@ -134,7 +134,7 @@ Material: - _Parallax: 0.005 - _QueueOffset: 0 - _ReceiveShadows: 1 - - _RippleTime: 0 + - _RippleTime: 0.96350044 - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 diff --git a/Assets/Shaders/UI/CardRipple.shader 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b/Assets/StreamingAssets/ThemeBundles/Android/Android index 7bd87a0d..398ce35b 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Android/Android and b/Assets/StreamingAssets/ThemeBundles/Android/Android differ diff --git a/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest b/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest index e9b91b7b..703995c5 100644 --- a/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest @@ -1,5 +1,5 @@ ManifestFileVersion: 0 -CRC: 1314033900 +CRC: 1228411982 AssetBundleManifest: AssetBundleInfos: Info_0: diff --git a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse index 33ef9ff1..67264ed7 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse and b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse differ diff --git a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest index 121036a8..ee701f51 100644 --- a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest @@ -1,15 +1,15 @@ ManifestFileVersion: 0 -CRC: 410831222 +CRC: 2569359748 Hashes: AssetFileHash: serializedVersion: 2 - Hash: e871d23d8ac82cc902b4dc46748b17ac + Hash: e784a2c46f074d9e44be87210bb7e8cf TypeTreeHash: serializedVersion: 2 Hash: 0c49bc937e51214dad8f047bbcf71868 IncrementalBuildHash: serializedVersion: 2 - Hash: e871d23d8ac82cc902b4dc46748b17ac + Hash: e784a2c46f074d9e44be87210bb7e8cf HashAppended: 0 ClassTypes: - Class: 1 diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 index 4a69292d..38bb42c2 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 and b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 differ diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest index 985c84b3..01b969c7 100644 --- a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest @@ -1,5 +1,5 @@ ManifestFileVersion: 0 -CRC: 3719964294 +CRC: 2927681620 AssetBundleManifest: AssetBundleInfos: Info_0: diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse index 9b8ba2bd..5bf0ad32 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse and b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse differ diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest index d3d8f2b0..a7c69347 100644 --- a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest @@ -1,15 +1,15 @@ ManifestFileVersion: 0 -CRC: 1862190013 +CRC: 1614641527 Hashes: AssetFileHash: serializedVersion: 2 - Hash: aad13c0084afded6873f315f24bf7c1e + Hash: 46b82b3f83b9ae99517efbf1fd8c3894 TypeTreeHash: serializedVersion: 2 Hash: 0c49bc937e51214dad8f047bbcf71868 IncrementalBuildHash: serializedVersion: 2 - Hash: aad13c0084afded6873f315f24bf7c1e + Hash: 46b82b3f83b9ae99517efbf1fd8c3894 HashAppended: 0 ClassTypes: - Class: 1 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_01_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_01_burst.mat index 2da4a913..9247fb55 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_01_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_01_burst.mat @@ -42,7 +42,7 @@ Material: - _VTOTEXAR_ON - _VTOTEXUVCLIP_ON m_LightmapFlags: 4 - m_EnableInstancingVariants: 1 + m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: 3500 stringTagMap: {} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_02_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_02_burst.mat index 96f4678b..9c19e3f4 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_02_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_02_burst.mat @@ -40,7 +40,7 @@ Material: - _VTOTEXAR_ON - _VTOTEXUVCLIP_ON m_LightmapFlags: 4 - m_EnableInstancingVariants: 1 + m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: 3500 stringTagMap: {} @@ -219,7 +219,7 @@ Material: - _DissolveOffsetUC2Vec4: {r: 1, g: 0, b: 0, a: 0} - _DissolveOffsetVC2Vec4: {r: 0, g: 1, b: 0, a: 0} - _DistortFactorC2Vec4: {r: 0, g: 0, b: 1, a: 0} - - _MainColor: {r: 5.562989, g: 1.8340312, b: 0.91841793, a: 1} + - _MainColor: {r: 5.9921565, g: 1.975521, b: 0.98927104, a: 1} - _MainOffsetUC2Vec4: {r: 1, g: 0, b: 0, a: 0} - _MainOffsetVC2Vec4: {r: 0, g: 1, b: 0, a: 0} - _MaskOffsetUC2Vec4: {r: 0, g: 0, b: 1, a: 0} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_03_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_03_burst.mat index c520b30f..79862a3c 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_03_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_03_burst.mat @@ -39,7 +39,7 @@ Material: - _VTOTEXAR_ON - _VTOTEXUVCLIP_ON m_LightmapFlags: 4 - m_EnableInstancingVariants: 1 + m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: 3500 stringTagMap: {} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_04_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_04_burst.mat index 84a3e481..8a139768 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_04_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Flick/M_flick_04_burst.mat @@ -39,7 +39,7 @@ Material: - _VTOTEXAR_ON - _VTOTEXUVCLIP_ON m_LightmapFlags: 4 - m_EnableInstancingVariants: 1 + m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: 3500 stringTagMap: {} diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Hold/M_hold.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Hold/M_hold.mat index 862c1768..74aa108f 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Note/Hold/M_hold.mat +++ 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moveWithTransform: 0 moveWithCustomTransform: {fileID: 0} - scalingMode: 1 + scalingMode: 0 randomSeed: 0 InitialModule: serializedVersion: 3 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/NoteEffects/tap_a2_HitEffect_good.prefab b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/NoteEffects/tap_a2_HitEffect_good.prefab index f7383606..79c0cc25 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/NoteEffects/tap_a2_HitEffect_good.prefab +++ b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/NoteEffects/tap_a2_HitEffect_good.prefab @@ -108,7 +108,7 @@ ParticleSystem: m_RotationOrder: 4 moveWithTransform: 0 moveWithCustomTransform: {fileID: 0} - scalingMode: 1 + scalingMode: 0 randomSeed: 0 InitialModule: serializedVersion: 3 @@ -5005,7 +5005,7 @@ ParticleSystem: m_RotationOrder: 4 moveWithTransform: 0 moveWithCustomTransform: {fileID: 0} - scalingMode: 1 + scalingMode: 0 randomSeed: 0 InitialModule: serializedVersion: 3 @@ -9929,7 +9929,7 @@ ParticleSystem: m_RotationOrder: 4 moveWithTransform: 0 moveWithCustomTransform: {fileID: 0} - scalingMode: 1 + scalingMode: 0 randomSeed: 0 InitialModule: serializedVersion: 3 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteMissTransparent.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteMissTransparent.cs index aa0dd66b..ad361550 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteMissTransparent.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteMissTransparent.cs @@ -25,6 +25,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse noteRenderers.Add(rend); } } + + if (noteVisual is DTMNoteVisualHold) + { + this.effectTime *= 2f; + } } public override void Recover() @@ -40,7 +45,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse public override void Execute() { float e = AnimationCurveEvaluator.Evaluate(AnimationCurveType.OutQuad, effectProgressPercent); - float alpha = (1 - e) / 4f; + float alpha = (1 - e) / 3f; + Debug.Log(alpha); + foreach (var renderer in noteRenderers) { renderer.material.SetFloat("_MainAlpha", alpha); diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteVisual/DTMNoteVisualHold.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteVisual/DTMNoteVisualHold.cs index 54545944..c76083bb 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteVisual/DTMNoteVisualHold.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteVisual/DTMNoteVisualHold.cs @@ -1,4 +1,4 @@ -using System; + using System; using System.Collections.Generic; using System.Linq; using Dreamteck.Splines; diff --git a/Assets/Wwise/Editor/ProjectData/AkWwiseProjectData.asset b/Assets/Wwise/Editor/ProjectData/AkWwiseProjectData.asset index 08a4af49..3e81b1af 100644 --- a/Assets/Wwise/Editor/ProjectData/AkWwiseProjectData.asset +++ b/Assets/Wwise/Editor/ProjectData/AkWwiseProjectData.asset @@ -145,7 +145,7 @@ MonoBehaviour: 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m_PreferredDataMode: 0 @@ -105,10 +105,10 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 21 - width: 808.66675 - height: 512 - m_Scale: {x: 0.6317709, y: 0.6317709} - m_Translation: {x: 404.33337, y: 256} + width: 806 + height: 521.3333 + m_Scale: {x: 0.6296875, y: 0.6296875} + m_Translation: {x: 403, y: 260.66666} m_MarginLeft: 0 m_MarginRight: 0 m_MarginTop: 0 @@ -116,12 +116,12 @@ MonoBehaviour: m_LastShownAreaInsideMargins: serializedVersion: 2 x: -640 - y: -405.21017 + y: -413.96194 width: 1280 - height: 810.42035 + height: 827.9239 m_MinimalGUI: 1 - m_defaultScale: 0.6317709 - m_LastWindowPixelSize: {x: 1213.0001, y: 799.5} + m_defaultScale: 0.6296875 + m_LastWindowPixelSize: {x: 1209, y: 813.5} m_ClearInEditMode: 1 m_NoCameraWarning: 1 m_LowResolutionForAspectRatios: 01000000000000000000 @@ -147,12 +147,12 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 0 - width: 1111.3334 - height: 819.3333 + width: 1112.6666 + height: 819.3334 m_MinSize: {x: 200, y: 100} m_MaxSize: {x: 16192, 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m_EditFieldRect: serializedVersion: 2 x: 0 y: 0 width: 0 height: 0 - m_UserData: 42734 + m_UserData: 0 m_IsWaitingForDelay: 0 m_IsRenaming: 0 - m_OriginalEventType: 0 + m_OriginalEventType: 11 m_IsRenamingFilename: 1 m_ClientGUIView: {fileID: 10} m_SearchString: @@ -1010,7 +1026,7 @@ MonoBehaviour: scrollPos: {x: 0, y: 0} m_SelectedIDs: m_LastClickedID: 0 - m_ExpandedIDs: 0000000018a600001aa600001ca600001ea6000020a6000022a6000024a6000026a6000028a600002aa600002ca600002ea6000030a6000032a6000034a6000036a6000038a600003aa600003ca600003ea6000040a6000042a6000044a6000046a6000048a600004aa600004ca600004ea6000050a6000052a6000054a6000056a6000058a600005aa600005ca600005ea6000060a6000062a6000064a6000066a60000 + m_ExpandedIDs: 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Official_WwiseProject/.cache/iOS/SFX/ichni音效-stay_59AA7A4E.wem b/ichni Official_WwiseProject/.cache/iOS/SFX/ichni音效-stay_59AA7A4E.wem new file mode 100644 index 00000000..a1f6aa88 Binary files /dev/null and b/ichni Official_WwiseProject/.cache/iOS/SFX/ichni音效-stay_59AA7A4E.wem differ diff --git a/ichni Official_WwiseProject/Actor-Mixer Hierarchy/Default Work Unit.wwu b/ichni Official_WwiseProject/Actor-Mixer Hierarchy/Default Work Unit.wwu index 452cab2c..7d9c467a 100644 --- a/ichni Official_WwiseProject/Actor-Mixer Hierarchy/Default Work Unit.wwu +++ b/ichni Official_WwiseProject/Actor-Mixer Hierarchy/Default Work Unit.wwu @@ -1018,6 +1018,74 @@ + + + + + 1 + + + + + + + + + + + + + + + + + + + SFX + ichni音效-click~1.wav + + + + + + + + + + + + + + 2 + + + + + + + + + + + + + + + + + + + SFX + ichni音效-stay.wav + + + + + + + + + diff --git a/ichni Official_WwiseProject/Events/Default Work Unit.wwu b/ichni Official_WwiseProject/Events/Default Work Unit.wwu index f08b4f52..6d0c5efc 100644 --- a/ichni Official_WwiseProject/Events/Default Work Unit.wwu +++ b/ichni Official_WwiseProject/Events/Default Work Unit.wwu @@ -80,7 +80,7 @@ - + @@ -91,7 +91,7 @@ - + diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Android/SoundbanksInfo.xml b/ichni Official_WwiseProject/GeneratedSoundBanks/Android/SoundbanksInfo.xml index 147b08e0..92325007 100644 --- a/ichni Official_WwiseProject/GeneratedSoundBanks/Android/SoundbanksInfo.xml +++ b/ichni Official_WwiseProject/GeneratedSoundBanks/Android/SoundbanksInfo.xml @@ -72,7 +72,7 @@ - + ichni ichni.bnk @@ -96,14 +96,6 @@ TECH INTERFACE Computer Beeps 02.wav SFX/TECH INTERFACE Computer Beeps 02_3F75BDB9.wem - - Stay.wav - SFX/Stay_5DF51650.wem - - - Tap.wav - SFX/Tap_6E837E3C.wem - Fate Of Fear.wav SFX/Fate Of Fear_9EDFC787.wem @@ -144,6 +136,10 @@ LWS2 - SHENG.wav SFX/LWS2 - SHENG_9EDFC787.wem + + ichni音效-click~1.wav + SFX/ichni音效-click~1_413E9DD9.wem + Drowning in a Moment(ichni Original).wav SFX/Drowning in a Moment(ichni Original)_9EDFC787.wem @@ -168,6 +164,10 @@ world for white (lies)(mastered)..wav SFX/world for white (lies)(mastered)._9EDFC787.wem + + ichni音效-stay.wav + SFX/ichni音效-stay_59AA7A4E.wem + Mr. Weq - Lunar Shade.wav SFX/Mr. Weq - Lunar Shade_498B1E56.wem @@ -267,14 +267,14 @@ - + - + - + - + @@ -606,5 +606,5 @@ - {8F783884-775E-4DE8-6E3B-38F4BE36AF1B} + {90B6A7B9-94D4-374C-B5B0-39926A4D0FEB} diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Android/ichni.bnk b/ichni Official_WwiseProject/GeneratedSoundBanks/Android/ichni.bnk index a4b6e4f5..6d162be2 100644 Binary files a/ichni Official_WwiseProject/GeneratedSoundBanks/Android/ichni.bnk and b/ichni Official_WwiseProject/GeneratedSoundBanks/Android/ichni.bnk differ diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Android/ichni.txt b/ichni Official_WwiseProject/GeneratedSoundBanks/Android/ichni.txt index 3f57b967..5830dc9a 100644 --- a/ichni Official_WwiseProject/GeneratedSoundBanks/Android/ichni.txt +++ b/ichni Official_WwiseProject/GeneratedSoundBanks/Android/ichni.txt @@ -56,8 +56,6 @@ In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 133621670 影虎。 - Last Remains D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\影虎。 - Last Remains (1)_FA8C90B6.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\影虎。 - Last Remains 349956 138413318 影虎。 - Last Remains (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\影虎。 - Last Remains (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Last Remains\影虎。 - Last Remains (1) 3080471 162440105 SelectDifficulty D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\TECH INTERFACE Computer Beeps 02_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SelectDifficulty 7926 - 234852182 DefaultStay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Stay_5DF51650.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\DefaultStay 179176 - 237437295 DefaultTap D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Tap_6E837E3C.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\DefaultTap 179364 250022371 Fate Of Fear D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Fate Of Fear_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Fate Of Fear\Fate Of Fear 2565460 252332174 Space Rain D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Space Rain_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Space Rain\Space Rain 2572409 267185326 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Mr. Weq - Lunar Shade_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Mr_ Weq - Lunar Shade\Mr_ Weq - Lunar Shade 2163668 @@ -68,12 +66,14 @@ In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 348654809 氷点 - Chikanya 3版 (1)(1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\氷点 - Chikanya 3版 (1)(1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\氷点 - Chikanya\氷点 - Chikanya 3版 (1)(1) 2779679 414347351 DJ_SoraArshi _Chaos Zone_Bpm200 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\DJ_SoraArshi _Chaos Zone_Bpm200_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\DJ_SoraArshi _Chaos Zone_Bpm200\DJ_SoraArshi _Chaos Zone_Bpm200 2443178 467475788 LWS2 - SHENG D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\LWS2 - SHENG_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\LWS2 - SHENG\LWS2 - SHENG 2024784 + 519364581 ichni音效-click~1 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\ichni音效-click~1_413E9DD9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\ichni音效-click~1 15739 527664484 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Drowning in a Moment(ichni Original)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Drowning in a Moment(ichni Original)\Drowning in a Moment(ichni Original) 3603164 539313031 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Drowning in a Moment(ichni Original)_0639F7DA.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Drowning in a Moment(ichni Original) 465674 546713423 Heavenly dystopia Game edit (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Heavenly dystopia Game edit (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Heavenly dystopia\Heavenly dystopia Game edit (1) 2988283 552338582 Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1)_3FFB52A9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) 607253 563907591 SwitchTab D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\SFX_OptionChangev15_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SwitchTab 8183 569149046 world for white (lies)(mastered)_ D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\world for white (lies)(mastered)._9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\world for white (lies)_ (14)\world for white (lies)(mastered)_ 2824983 + 590992206 ichni音效-stay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\ichni音效-stay_59AA7A4E.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\ichni音效-stay 10647 638319275 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Mr. Weq - Lunar Shade_498B1E56.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Mr_ Weq - Lunar Shade 404793 647744421 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\alunite cas_E43E9AD1.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\alunite cas 477581 649476878 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\alunite cas_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\alunite cas\alunite cas 3297557 diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/SoundbanksInfo.xml b/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/SoundbanksInfo.xml index 3df13565..36e88ac5 100644 --- a/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/SoundbanksInfo.xml +++ b/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/SoundbanksInfo.xml @@ -72,7 +72,7 @@ - + ichni ichni.bnk @@ -96,14 +96,6 @@ TECH INTERFACE Computer Beeps 02.wav SFX/TECH INTERFACE Computer Beeps 02_3F75BDB9.wem - - Stay.wav - SFX/Stay_5DF51650.wem - - - Tap.wav - SFX/Tap_6E837E3C.wem - Fate Of Fear.wav SFX/Fate Of Fear_9EDFC787.wem @@ -144,6 +136,10 @@ LWS2 - SHENG.wav SFX/LWS2 - SHENG_9EDFC787.wem + + ichni音效-click~1.wav + SFX/ichni音效-click~1_413E9DD9.wem + Drowning in a Moment(ichni Original).wav SFX/Drowning in a Moment(ichni Original)_9EDFC787.wem @@ -168,6 +164,10 @@ world for white (lies)(mastered)..wav SFX/world for white (lies)(mastered)._9EDFC787.wem + + ichni音效-stay.wav + SFX/ichni音效-stay_59AA7A4E.wem + Mr. Weq - Lunar Shade.wav SFX/Mr. Weq - Lunar Shade_498B1E56.wem @@ -267,14 +267,14 @@ - + - + - + - + @@ -606,5 +606,5 @@ - {DCA2DB22-6D69-4DCC-24CF-E550EB435D1C} + {2DAF1083-2922-A931-6EF1-8D8CD34CB147} diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/ichni.bnk b/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/ichni.bnk index 7a7dbc5a..5800b553 100644 Binary files a/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/ichni.bnk and b/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/ichni.bnk differ diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/ichni.txt b/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/ichni.txt index d6f92fda..ffa1d1e0 100644 --- a/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/ichni.txt +++ b/ichni Official_WwiseProject/GeneratedSoundBanks/Mac/ichni.txt @@ -56,8 +56,6 @@ In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 133621670 影虎。 - Last Remains D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\影虎。 - Last Remains (1)_FA8C90B6.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\影虎。 - Last Remains 353612 138413318 影虎。 - Last Remains (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\影虎。 - Last Remains (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Last Remains\影虎。 - Last Remains (1) 3098495 162440105 SelectDifficulty D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\TECH INTERFACE Computer Beeps 02_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SelectDifficulty 7871 - 234852182 DefaultStay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Stay_5DF51650.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\DefaultStay 179176 - 237437295 DefaultTap D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Tap_6E837E3C.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\DefaultTap 179364 250022371 Fate Of Fear D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Fate Of Fear_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Fate Of Fear\Fate Of Fear 2581016 252332174 Space Rain D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Space Rain_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Space Rain\Space Rain 2591745 267185326 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Mr. Weq - Lunar Shade_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Mr_ Weq - Lunar Shade\Mr_ Weq - Lunar Shade 2180184 @@ -68,12 +66,14 @@ In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 348654809 氷点 - Chikanya 3版 (1)(1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\氷点 - Chikanya 3版 (1)(1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\氷点 - Chikanya\氷点 - Chikanya 3版 (1)(1) 2790514 414347351 DJ_SoraArshi _Chaos Zone_Bpm200 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\DJ_SoraArshi _Chaos Zone_Bpm200_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\DJ_SoraArshi _Chaos Zone_Bpm200\DJ_SoraArshi _Chaos Zone_Bpm200 2456034 467475788 LWS2 - SHENG D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\LWS2 - SHENG_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\LWS2 - SHENG\LWS2 - SHENG 2046656 + 519364581 ichni音效-click~1 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\ichni音效-click~1_413E9DD9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\ichni音效-click~1 15764 527664484 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Drowning in a Moment(ichni Original)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Drowning in a Moment(ichni Original)\Drowning in a Moment(ichni Original) 3613172 539313031 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Drowning in a Moment(ichni Original)_0639F7DA.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Drowning in a Moment(ichni Original) 467208 546713423 Heavenly dystopia Game edit (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Heavenly dystopia Game edit (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Heavenly dystopia\Heavenly dystopia Game edit (1) 3012495 552338582 Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1)_3FFB52A9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) 613946 563907591 SwitchTab D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\SFX_OptionChangev15_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SwitchTab 8102 569149046 world for white (lies)(mastered)_ D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\world for white (lies)(mastered)._9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\world for white (lies)_ (14)\world for white (lies)(mastered)_ 2842565 + 590992206 ichni音效-stay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\ichni音效-stay_59AA7A4E.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\ichni音效-stay 10676 638319275 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\Mr. Weq - Lunar Shade_498B1E56.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Mr_ Weq - Lunar Shade 407408 647744421 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\alunite cas_E43E9AD1.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\alunite cas 482925 649476878 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Mac\SFX\alunite cas_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\alunite cas\alunite cas 3334255 diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/SoundbanksInfo.xml b/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/SoundbanksInfo.xml index 3bc777d1..4e5c5e69 100644 --- a/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/SoundbanksInfo.xml +++ b/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/SoundbanksInfo.xml @@ -72,7 +72,7 @@ - + ichni ichni.bnk @@ -96,14 +96,6 @@ TECH INTERFACE Computer Beeps 02.wav SFX/TECH INTERFACE Computer Beeps 02_3F75BDB9.wem - - Stay.wav - SFX/Stay_5DF51650.wem - - - Tap.wav - SFX/Tap_6E837E3C.wem - Fate Of Fear.wav SFX/Fate Of Fear_9EDFC787.wem @@ -144,6 +136,10 @@ LWS2 - SHENG.wav SFX/LWS2 - SHENG_9EDFC787.wem + + ichni音效-click~1.wav + SFX/ichni音效-click~1_413E9DD9.wem + Drowning in a Moment(ichni Original).wav SFX/Drowning in a Moment(ichni Original)_9EDFC787.wem @@ -168,6 +164,10 @@ world for white (lies)(mastered)..wav SFX/world for white (lies)(mastered)._9EDFC787.wem + + ichni音效-stay.wav + SFX/ichni音效-stay_59AA7A4E.wem + Mr. Weq - Lunar Shade.wav SFX/Mr. Weq - Lunar Shade_498B1E56.wem @@ -267,14 +267,14 @@ - + - + - + - + @@ -606,5 +606,5 @@ - {4996506A-6976-0077-DC0C-429216929B80} + {6DF3C8A2-E9C3-BE92-AB41-EBC53C1215C2} diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/ichni.bnk b/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/ichni.bnk index 7a7dbc5a..5800b553 100644 Binary files a/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/ichni.bnk and b/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/ichni.bnk differ diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/ichni.txt b/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/ichni.txt index 3e575ddb..6c288fcb 100644 --- a/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/ichni.txt +++ b/ichni Official_WwiseProject/GeneratedSoundBanks/Windows/ichni.txt @@ -56,8 +56,6 @@ In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 133621670 影虎。 - Last Remains D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\影虎。 - Last Remains (1)_FA8C90B6.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\影虎。 - Last Remains 353612 138413318 影虎。 - Last Remains (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\影虎。 - Last Remains (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Last Remains\影虎。 - Last Remains (1) 3098495 162440105 SelectDifficulty D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\TECH INTERFACE Computer Beeps 02_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SelectDifficulty 7871 - 234852182 DefaultStay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Stay_5DF51650.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\DefaultStay 179176 - 237437295 DefaultTap D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Tap_6E837E3C.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\DefaultTap 179364 250022371 Fate Of Fear D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Fate Of Fear_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Fate Of Fear\Fate Of Fear 2581016 252332174 Space Rain D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Space Rain_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Space Rain\Space Rain 2591745 267185326 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Mr. Weq - Lunar Shade_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Mr_ Weq - Lunar Shade\Mr_ Weq - Lunar Shade 2180184 @@ -68,12 +66,14 @@ In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 348654809 氷点 - Chikanya 3版 (1)(1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\氷点 - Chikanya 3版 (1)(1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\氷点 - Chikanya\氷点 - Chikanya 3版 (1)(1) 2790514 414347351 DJ_SoraArshi _Chaos Zone_Bpm200 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\DJ_SoraArshi _Chaos Zone_Bpm200_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\DJ_SoraArshi _Chaos Zone_Bpm200\DJ_SoraArshi _Chaos Zone_Bpm200 2456034 467475788 LWS2 - SHENG D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\LWS2 - SHENG_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\LWS2 - SHENG\LWS2 - SHENG 2046656 + 519364581 ichni音效-click~1 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\ichni音效-click~1_413E9DD9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\ichni音效-click~1 15764 527664484 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Drowning in a Moment(ichni Original)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Drowning in a Moment(ichni Original)\Drowning in a Moment(ichni Original) 3613172 539313031 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Drowning in a Moment(ichni Original)_0639F7DA.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Drowning in a Moment(ichni Original) 467208 546713423 Heavenly dystopia Game edit (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Heavenly dystopia Game edit (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Heavenly dystopia\Heavenly dystopia Game edit (1) 3012495 552338582 Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1)_3FFB52A9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) 613946 563907591 SwitchTab D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\SFX_OptionChangev15_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SwitchTab 8102 569149046 world for white (lies)(mastered)_ D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\world for white (lies)(mastered)._9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\world for white (lies)_ (14)\world for white (lies)(mastered)_ 2842565 + 590992206 ichni音效-stay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\ichni音效-stay_59AA7A4E.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\ichni音效-stay 10676 638319275 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\Mr. Weq - Lunar Shade_498B1E56.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Mr_ Weq - Lunar Shade 407408 647744421 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\alunite cas_E43E9AD1.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\alunite cas 482925 649476878 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Windows\SFX\alunite cas_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\alunite cas\alunite cas 3334255 diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/SoundbanksInfo.xml b/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/SoundbanksInfo.xml index 640e9e5c..9395c6e0 100644 --- a/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/SoundbanksInfo.xml +++ b/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/SoundbanksInfo.xml @@ -72,7 +72,7 @@ - + ichni ichni.bnk @@ -96,14 +96,6 @@ TECH INTERFACE Computer Beeps 02.wav SFX/TECH INTERFACE Computer Beeps 02_3F75BDB9.wem - - Stay.wav - SFX/Stay_5DF51650.wem - - - Tap.wav - SFX/Tap_6E837E3C.wem - Fate Of Fear.wav SFX/Fate Of Fear_9EDFC787.wem @@ -144,6 +136,10 @@ LWS2 - SHENG.wav SFX/LWS2 - SHENG_9EDFC787.wem + + ichni音效-click~1.wav + SFX/ichni音效-click~1_413E9DD9.wem + Drowning in a Moment(ichni Original).wav SFX/Drowning in a Moment(ichni Original)_9EDFC787.wem @@ -168,6 +164,10 @@ world for white (lies)(mastered)..wav SFX/world for white (lies)(mastered)._9EDFC787.wem + + ichni音效-stay.wav + SFX/ichni音效-stay_59AA7A4E.wem + Mr. Weq - Lunar Shade.wav SFX/Mr. Weq - Lunar Shade_498B1E56.wem @@ -267,14 +267,14 @@ - + - + - + - + @@ -606,5 +606,5 @@ - {C2F53750-B56F-EC65-975C-33A405F8B6E7} + {A7DBA925-050F-DA6F-391C-FCC92A25B650} diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/ichni.bnk b/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/ichni.bnk index a4b6e4f5..6d162be2 100644 Binary files a/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/ichni.bnk and b/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/ichni.bnk differ diff --git a/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/ichni.txt b/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/ichni.txt index ec6bb795..c5cdfe26 100644 --- a/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/ichni.txt +++ b/ichni Official_WwiseProject/GeneratedSoundBanks/iOS/ichni.txt @@ -56,8 +56,6 @@ In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 133621670 影虎。 - Last Remains D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\影虎。 - Last Remains (1)_FA8C90B6.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\影虎。 - Last Remains 349956 138413318 影虎。 - Last Remains (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\影虎。 - Last Remains (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Last Remains\影虎。 - Last Remains (1) 3080471 162440105 SelectDifficulty D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\TECH INTERFACE Computer Beeps 02_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SelectDifficulty 7926 - 234852182 DefaultStay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Stay_5DF51650.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\DefaultStay 179176 - 237437295 DefaultTap D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Tap_6E837E3C.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\DefaultTap 179364 250022371 Fate Of Fear D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Fate Of Fear_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Fate Of Fear\Fate Of Fear 2565460 252332174 Space Rain D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Space Rain_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Space Rain\Space Rain 2572409 267185326 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Mr. Weq - Lunar Shade_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Mr_ Weq - Lunar Shade\Mr_ Weq - Lunar Shade 2163668 @@ -68,12 +66,14 @@ In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 348654809 氷点 - Chikanya 3版 (1)(1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\氷点 - Chikanya 3版 (1)(1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\氷点 - Chikanya\氷点 - Chikanya 3版 (1)(1) 2779679 414347351 DJ_SoraArshi _Chaos Zone_Bpm200 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\DJ_SoraArshi _Chaos Zone_Bpm200_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\DJ_SoraArshi _Chaos Zone_Bpm200\DJ_SoraArshi _Chaos Zone_Bpm200 2443178 467475788 LWS2 - SHENG D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\LWS2 - SHENG_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\LWS2 - SHENG\LWS2 - SHENG 2024784 + 519364581 ichni音效-click~1 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\ichni音效-click~1_413E9DD9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\ichni音效-click~1 15739 527664484 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Drowning in a Moment(ichni Original)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Drowning in a Moment(ichni Original)\Drowning in a Moment(ichni Original) 3603164 539313031 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Drowning in a Moment(ichni Original)_0639F7DA.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Drowning in a Moment(ichni Original) 465674 546713423 Heavenly dystopia Game edit (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Heavenly dystopia Game edit (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Heavenly dystopia\Heavenly dystopia Game edit (1) 2988283 552338582 Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1)_3FFB52A9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) 607253 563907591 SwitchTab D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\SFX_OptionChangev15_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SwitchTab 8183 569149046 world for white (lies)(mastered)_ D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\iOS\SFX\world for white (lies)(mastered)._9EDFC787.wem 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Official_WwiseProject.soull.validationcache b/ichni Official_WwiseProject/ichni Official_WwiseProject.soull.validationcache index 83f4410a..373fe9ca 100644 --- a/ichni Official_WwiseProject/ichni Official_WwiseProject.soull.validationcache +++ b/ichni Official_WwiseProject/ichni Official_WwiseProject.soull.validationcache @@ -43,9 +43,9 @@ - + - + @@ -54,5 +54,5 @@ - + diff --git a/ichni Official_WwiseProject/ichni Official_WwiseProject.soull.wsettings b/ichni Official_WwiseProject/ichni Official_WwiseProject.soull.wsettings index 336b5cf3..d57728ac 100644 --- a/ichni Official_WwiseProject/ichni Official_WwiseProject.soull.wsettings +++ b/ichni Official_WwiseProject/ichni Official_WwiseProject.soull.wsettings @@ -45,7 +45,7 @@ - + @@ -89,7 +89,7 @@ - + @@ -102,14 +102,14 @@ - - + + - + - + @@ -119,9 +119,9 @@ - + - +